Her Extra form brings her moveset more in line with her appearance in ''[[Street Fighter Alpha 2]]''. She has a more conventional fireball, the Kou'ou Ken is replaced with the Shou'ou Ken (a jumping uppercut instead of a standing uppercut), and the Shunpuu Renkyaku is replaced with the Shunpuu Kyaku (which rises higher and loses its follow-up moves but can be performed in midair).
+
Her Extra form brings her moveset more in line with her appearance in ''[[Street Fighter Alpha 2]]''. She has a more conventional fireball, the Kou'ou Ken is replaced with the Shou'ou Ken (a jumping uppercut instead of a standing uppercut), and the Shunpuu Renkyaku is replaced with the Shunpuu Kyaku (which rises higher and loses its follow-up moves but knocks down and can be performed in midair).
{{MoveListRow | Hadouken | {{QCF}} {{punch}} | Sakura shoots a fireball. If the player presses {{punch}} once, a small fireball is fired that travels three-quarters the width of the screen. If the player presses {{punch}} twice, a larger fireball is fired that travels half the width of the screen. If the player presses {{punch}} three times, a very large fireball is fired in front of Sakura that dissipates after moving only a slight distance.}}
{{MoveListRow | Hadouken | {{QCF}} {{punch}} | Sakura shoots a fireball. If the player presses {{punch}} once, a small fireball is fired that travels three-quarters the width of the screen. If the player presses {{punch}} twice, a larger fireball is fired that travels half the width of the screen. If the player presses {{punch}} three times, a very large fireball is fired in front of Sakura that dissipates after moving only a slight distance.}}
{{MoveListRow | Shou'ou Ken | {{DPF}} {{punch}} | Sakura runs forward, then jumps in the air with a spinning uppercut that knocks her opponent over. She slides a short distance when the move is performed with {{LP}} and runs about half the width of the screen when the move is performed with {{HP}}.}}
{{MoveListRow | Shou'ou Ken | {{DPF}} {{punch}} | Sakura runs forward, then jumps in the air with a spinning uppercut that knocks her opponent over. She slides a short distance when the move is performed with {{LP}} and runs about half the width of the screen when the move is performed with {{HP}}.}}
−
{{MoveListRow | Shunpuu Kyaku | {{QCB}} {{kick}} | Sakura jumps into the air and spins around an axis with her leg extended, moving forward in an arc. The move covers more distance when it is performed with {{HK}}. This move can be performed in midair.}}
+
{{MoveListRow | Shunpuu Kyaku | {{QCB}} {{kick}} | Sakura jumps into the air and spins around an axis with her leg extended, moving forward in an arc and knocking her opponent over on impact. The move covers more distance when it is performed with {{HK}}. This move can be performed in midair.}}
{{MoveListRow | Raijin Ken | {{QCF}} {{punch}} | Benimaru jabs in front of him with an electrically charged fist. When the move is performed with {{HP}}, it can be charged by tapping {{repeat|{{HP}}}} after doing the motion to do more damage.}}
{{MoveListRow | Raijin Ken | {{QCF}} {{punch}} | Benimaru jabs in front of him with an electrically charged fist. When the move is performed with {{HP}}, it can be charged by tapping {{repeat|{{HP}}}} after doing the motion to do more damage.}}
{{MoveListRow | Iai Geri | {{QCF}} {{kick}} | Benimaru does a rapid knee strike.}}
{{MoveListRow | Iai Geri | {{QCF}} {{kick}} | Benimaru does a rapid knee strike.}}
−
{{MoveListRow | Shinkuu Kakate Goma | {{HCB}} {{kick}} | Benimaru stands on one hand and spins his body around, kicking with both hands, knocking his opponent far back on impact. He spins for longer when the move is performed with {{HK}}.}}
+
{{MoveListRow | Shinkuu Kakate Goma | {{HCB}} {{kick}} | Benimaru stands on one hand and spins his body around, kicking with both legs, knocking his opponent far back on impact. He spins for longer when the move is performed with {{HK}}.}}
{{MoveListRow | Taikuu Raijin Ken | {{DPF}} {{punch}} | Benimaru jabs diagonally upwards with an electrically charged fist.}}
{{MoveListRow | Taikuu Raijin Ken | {{DPF}} {{punch}} | Benimaru jabs diagonally upwards with an electrically charged fist.}}
{{MoveListRow | Iai Geri | {{QCF}} {{kick}} | Benimaru does a rapid knee strike.}}
{{MoveListRow | Iai Geri | {{QCF}} {{kick}} | Benimaru does a rapid knee strike.}}
−
{{MoveListRow | Shinkuu Kakate Goma | {{HCB}} {{kick}} | Benimaru stands on one hand and spins his body around, kicking with both hands, knocking his opponent far back on impact. He spins for longer when the move is performed with {{HK}}.}}
+
{{MoveListRow | Shinkuu Kakate Goma | {{HCB}} {{kick}} | Benimaru stands on one hand and spins his body around, kicking with both legs, knocking his opponent far back on impact. He spins for longer when the move is performed with {{HK}}.}}
{{MoveListRow | Benimaru Corridor Crunch | {{HCB}} {{right}} {{punch}} (close) | Benimaru grabs and electrocutes his opponent.}}
{{MoveListRow | Benimaru Corridor Crunch | {{HCB}} {{right}} {{punch}} (close) | Benimaru grabs and electrocutes his opponent.}}
{{MoveListRow | Haoh Shoukou Ken | {{right}} {{HCF}} {{punch}} | Yuri channels and throws a large fireball from both hands. The projectile moves faster at higher levels.}}
{{MoveListRow | Haoh Shoukou Ken | {{right}} {{HCF}} {{punch}} | Yuri channels and throws a large fireball from both hands. The projectile moves faster at higher levels.}}
−
{{MoveListRow | Hien Rekkou | {{QCF}} {{QCF}} {{punch}} | Yuri advances forward with two low jumping uppercuts, then a final, high jumping uppercut. The move covers more horizontal distance at higher levels.}}
+
{{MoveListRow | Hien Rekkou | {{QCF}} {{QCF}} {{punch}} | Yuri advances forward with multiple spinning uppercuts, then a final, high jumping uppercut. The move covers more horizontal distance at higher levels.}}
{{MoveListRow | Han Getsu Zan | {{QCB}} {{kick}} | Kim rolls forward with a somersaulting crescent kick. The move covers a wider arc when it is performed with {{HK}}.}}
{{MoveListRow | Han Getsu Zan | {{QCB}} {{kick}} | Kim rolls forward with a somersaulting crescent kick. The move covers a wider arc when it is performed with {{HK}}.}}
−
{{MoveListRow | Hien Zan | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Kim flips backward, slicing through the air with a circular kick, which knocks down his opponent on impact. When the move is performed with {{HK}}, he ascends higher, and it can be followed up with another kick (Tensou Zan) by pressing {{down}}+{{HK}}.}}
+
{{MoveListRow | Hien Zan | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Kim flips backward, slicing through the air with a circular kick, which knocks down his opponent on impact. When the move is performed with {{HK}}, he ascends higher, and it can be followed up with another kick (Tenshou Zan) by pressing {{down}}+{{HK}}.}}
{{MoveListRow | Hishou Kyaku | {{QCF}} {{kick}} in midair | Kim dives diagonally downward while stomping repeatedly.}}
{{MoveListRow | Hishou Kyaku | {{QCF}} {{kick}} in midair | Kim dives diagonally downward while stomping repeatedly.}}
−
{{MoveListRow | Haki Kyaku | {{down}} {{down}} {{kick}} | Kim stomps the ground, hitting opponents in front of him.}}
+
{{MoveListRow | Haki Kyaku | {{down}} {{down}} {{kick}} | Kim stomps the ground, hitting opponents in front of him. It can neutralize ground projectiles.}}
{{MoveListRow | Stance Change | Hold {{HK}} after {{HK}} or Neri Chagi | Kim changes his stance to face the background. He cannot move while in this stance, and releasing {{HK}} returns him to his normal stance. While holding this stance, he can perform a jumping side kick with {{left}}+{{LP}}, {{LP}}, or {{right}}+{{LP}}, an axe kick that can hit opponents who are crouch blocking with {{HP}}, or a side kick that knocks his opponent over with {{LK}}.}}
{{MoveListRow | Stance Change | Hold {{HK}} after {{HK}} or Neri Chagi | Kim changes his stance to face the background. He cannot move while in this stance, and releasing {{HK}} returns him to his normal stance. While holding this stance, he can perform a jumping side kick with {{left}}+{{LP}}, {{LP}}, or {{right}}+{{LP}}, an axe kick that can hit opponents who are crouch blocking with {{HP}}, or a side kick that knocks his opponent over with {{LK}}.}}
}}
}}
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{{MoveListRow | Kuusa Jin | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Kim spins diagonally upward while kicking, knocking his opponent into the air. He ascends higher and hits an additional time when the move is performed with {{HP}}.}}
{{MoveListRow | Kuusa Jin | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Kim spins diagonally upward while kicking, knocking his opponent into the air. He ascends higher and hits an additional time when the move is performed with {{HP}}.}}
{{MoveListRow | Hishou Kyaku | {{QCF}} {{kick}} in midair | Kim dives diagonally downward while stomping repeatedly.}}
{{MoveListRow | Hishou Kyaku | {{QCF}} {{kick}} in midair | Kim dives diagonally downward while stomping repeatedly.}}
−
{{MoveListRow | Haki Kyaku | {{down}} {{down}} {{kick}} | Kim stomps the ground, hitting opponents in front of him.}}
+
{{MoveListRow | Haki Kyaku | {{down}} {{down}} {{kick}} | Kim stomps the ground, hitting opponents in front of him. It can neutralize ground projectiles.}}
{{MoveListRow | Burn Knuckle | {{QCB}} {{punch}} | Terry leaps forward with a burning fist, which knocks down his opponent on impact. He leaps farther when the move is performed with {{HP}}.}}
{{MoveListRow | Burn Knuckle | {{QCB}} {{punch}} | Terry leaps forward with a burning fist, which knocks down his opponent on impact. He leaps farther when the move is performed with {{HP}}.}}
{{MoveListRow | Power Wave | {{QCF}} {{punch}} | Terry punches the ground, causing a wave of energy to roll across the floor. The projectile moves faster when the move is performed with {{HP}}.}}
{{MoveListRow | Power Wave | {{QCF}} {{punch}} | Terry punches the ground, causing a wave of energy to roll across the floor. The projectile moves faster when the move is performed with {{HP}}.}}
−
{{MoveListRow | Rising Tackle | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Terry spins into the air while upside down and holding an arm out, which knocks his opponent over on impact. He ascends higher when the move is performed with {{HP}}.}}
+
{{MoveListRow | Rising Tackle | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Terry spins into the air while upside down and holding an arm out, which knocks his opponent over on impact. He ascends higher and hits multiple times when the move is performed with {{HP}}.}}
{{MoveListRow | Crack Shoot | {{QCB}} {{kick}} | Terry jumps forward while kicking in a circle. The move covers a wider arc when it is performed with {{HK}}.}}
{{MoveListRow | Crack Shoot | {{QCB}} {{kick}} | Terry jumps forward while kicking in a circle. The move covers a wider arc when it is performed with {{HK}}.}}
Capcom vs. SNK: Millennium Fight 2000 (カプコン バーサス エス・エヌ・ケイ ミレニアムファイト 2000) is a head-to-head fighting game produced by Capcom. It was originally released as a coin-operated arcade game for Sega NAOMI arcade hardware in 2000, before being ported to the Sega Dreamcast later in the year.
In 2000, a special martial arts event is planned through a collaboration of the two most powerful world organizations, Garcia Financial Clique and Masters Foundation. The gala event, it is hoped by everyone, will ease the political conflicts between the two powers. The competition was named "Millennium Fight 2000."
Many renowned martial artists have registered for the tournament. People around the world focus intensely on the upcoming exhibitions, making long-awaited opening ceremony a huge success.
Gameplay
Character select
Gameplay
The game is a crossover fighting game featuring characters created by Capcom and by rival fighting game developer SNK, with an emphasis on their two flagship fighting game franchises, Street Fighter and The King of Fighters respectively. With the move to the more powerful NAOMI and Dreamcast hardware, sprites and backgrounds are higher-resolution and more detailed, and special moves and hit indicators have been enhanced with particle effects. It uses a four-button layout, similar to SNK games, and players can choose between two "grooves" that determine how the power gauge functions. Like The King of Fighters, players assemble teams of multiple characters, which fight each other in one-on-one battles. When a character is defeated, the next character in the team takes his or her place in the next round, and the winning team continues with the same character (with a segment of health restored in proportion to the time left over in the previous round). The match continues until every character on one of the teams is eliminated. If time runs out before a character can be defeated, the character with the most life remaining is the winner. Both characters are eliminated in the case of a draw. The roster is evenly split between Capcom and SNK characters, who are divided into "ratios," ranging from 1 to 4, based on each character's overall strength. Teams of up to four characters can be assembled, but their combined ratios must equal and go no higher than 4.
Characters move with and and crouch with . They backstep or dash with or . They jump with and flip back and forth with and . They can "super jump" (a faster and farther jump, trailed by afterimages) by pressing , then , , or quickly. Characters can perform a weak punch with , a hard punch with , a weak kick with , or a strong kick with . Weak attacks are quick but do light damage, while strong attacks do more damage but have a longer startup delay and recovery time. Special moves for each character are done by pairing specific directional combinations with an attack button. Characters can perform a taunt with HOLD START , which is a short animation during which the character is vulnerable to attack.
Throws and grabs are done by holding or when near an opponent and pressing a strong punch or kick button. Some characters have midair throws as well. Grapple moves cannot be blocked (including special moves involving grappling), but a character can escape a throw and take no damage by likewise holding or and pressing a strong punch or kick button immediately upon being grabbed.
Blocking is done by holding the D-Pad away from the opponent. Characters can block while standing, which blocks against high and mid attacks but not low attacks (such as sweeps), or crouching, which blocks against mid and low attacks but not high attacks (such as jumping attacks and overhead strikes). Special moves still do a small amount of "chip damage" if blocked. If characters block too much, they become "guard crushed" and momentarily stunned and vulnerable to attack; the health gauge flashes red before a character is guard crushed. Characters can perform an evasive roll forward by pressing the weak punch and kick buttons (+) simultaneously. Characters are invulnerable during most of the roll, and they can roll through nearby opponents to the other side.
Characters can become dizzy from being attacked repeatedly; they are uncontrollable and vulnerable in this state but can recover more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons. It is also possible to escape grabs in this way.
Grooves
Players choose one of two modes before selecting their characters, which affects how the power gauge works. The power gauge is empty at the start of each round (though this can be changed to filled in the options).
The power gauge is filled by landing normal moves (including throws), performing special moves (regardless of whether they connect), or taking damage. When the gauge is full, it gains a level, and the player can accumulate up to three levels of the gauge. The contents of the gauge carries over between rounds (but not between matches).
Every character has super moves that can be performed at the cost of one level of the gauge. These super moves hit more times and do more damage than normal special moves. Every super move has three different levels, with each level costing an additional level of gauge to perform. Higher level super moves typically hit more times and sometimes have other improved characteristics, such as covering a larger area. The level of the move is determined by the button used to perform it: weak punch or kick for level 1, strong punch or kick for level 2, or both punches (or ) or both kicks (or ) simultaneously for level 3.
SNK
The SNK groove is based on the Extra mode from The King of Fighters '94 to The King of Fighters '98.
The power gauge is filled by blocking attacks or taking damage. It can also be filled manually by holding the strong punch and kick buttons (+) simultaneously, though the character is vulnerable to attack while doing this. The contents of the gauge carries over between rounds (but not between matches).
When the power gauge is filled, the character enters "MAX mode," and basic attacks become stronger for a short period as the gauge drains. The gauge drains faster when the meter is filled by blocking attacks or taking damage than when it is filled by manually charging. When characters are in this state, players can perform a super move that immediately consumes the entire power gauge. Characters can perform super moves indefinitely when the health gauge is nearly empty and flashing red. If both requirements are fulfilled (the character's health gauge is flashing red and the character's power gauge is full), the character can perform a "MAX super move" instead that does more damage. Performing a super move when only one of the conditions is fulfilled is equivalent to performing a level 1 super move in the Capcom groove (regardless of what strength of button is used to perform it); when both conditions are fulfilled, it is equivalent to level 3 super move.
Modes
Neo Geo Pocket linking
Color Edit Mode
The Dreamcast version of the game has multiple modes. Some options must be unlocked by acquiring "Groove Points" and purchasing them from the Secret Shop. Groove Points are accumulated during single-player games by hitting opponents with attacks (with special moves and super moves earning more points) and by earning a higher score. Finishing an opponent with a counterattack special move or a super move is called a "Finest K.O." and worth 40 Groove Points. Getting hit loses points. The number of Groove Points earned during a game is shown in the "GPS gauge" in the bottom middle of the screen, with each hit earning a letter rank corresponding to the points awarded (S, A, B, C, or D). The player's total amount of Groove Points is saved to a VMU and can be used to buy "secrets" from the Secret Shop.
Arcade Mode: A single-player mode where the player forms a team of up to four characters (which must be different characters) and fights a series of elimination matches against five randomly selected teams, then against a final boss. In the Capcom groove, the player faces the crime boss Geese Howard in Geese Tower (recalling the final battles of Fatal Fury and Real Bout Fatal Fury), who must be defeated twice. In the SNK groove, the player faces Shadaloo henchman Balrog, then the dark dictator M. Bison in the Psycho Drive (influenced by the story of Street Fighter Alpha 3). The game ends if the player loses a match but can be continued an unlimited number of times. A second player can challenge the first by pressing START , with the victor of the match continuing the game. There are eight difficulty levels for computer-controlled opponents.
Vs Mode: A two-player mode where players can choose any characters and any stage and battle each other in elimination matches. The game keeps track of the number of wins for each player. The ability to choose the maximum ratio points available to each player (between one and four) and change the ratio for each character (which changes the character's relative strength) and to choose the same character more than once can be purchased from the Secret Shop.
Pair Match Mode: A single-player mode that can be purchased from the Secret Shop. It is a version of the Arcade Mode where every character is worth two ratio points, meaning teams consist of any two characters. Like the Arcade Mode, a second player can enter the game by pressing START .
Game Replay Mode: A two-player mode where players can play a match (with the same unlockable options as the Vs Mode) and save a replay of the game to a VMU, which can be loaded and watched again at any time. A replay takes 30 blocks of storage.
Training Mode: A practice mode where the player can choose any character and any opponent. The player can set the whether the dummy opponent is non-hostile, hostile, or controlled by a second control pad. Non-hostile opponents can be set to stand, crouch, or jump and guarding or not guard. The player can also toggle the health gauge (normal or flashing red) and power gauge (normal or max).
Network Mode: The Japanese version of the game supported competitive online matches over Capcom's Matching Service. Players could also upload high scores or open the official web site to view rankings and high scores or download replays or color schemes.
Secret Mode: This mode allows the player to exchange "Groove Points" for special bonuses. There are 77 secrets total, which includes alternate color schemes for every character, alternate versions of every starting character (Evil Ryu, Orochi Iori, and "Extra" versions of everybody else), three hidden characters that can be purchased after unlocking them as opponents in the Arcade Mode and then defeating them (Akuma, Morrigan, and Nakoruru), extra stages for the Vs Mode and Training Mode, classic soundtracks (from Street Fighter II and The King of Fighters '94), and special options and modes (the ability to customize ratio points in the Versus Mode, the ability to switch between dashing and running, and the Pair Match Mode). The game supports transferring save data from a Neo Geo Pocket Color via a Neo Geo Pocket/Dreamcast Setsuzoku Cable. The player can earn points playing the Olympic Mode in SNK vs. Capcom: Match of the Millennium and convert them into Groove Points for the Dreamcast. This mode also contains a list of commands for every character (which can also be invoked for the currently played character during gameplay from the pause menu after pressing START ).
Color Edit Mode: A customization mode where the player can create custom color schemes for any character. Each character has 15 colors that can be changed (by adjusting the red, green, or blue color bars). Custom color schemes can be saved to a VMU.
There are two game speeds, Normal and Turbo (which can be set in the options so players are not asked every time).
Characters
Note: Move lists assume that the character is facing right. When facing left, and should be reversed.
P
Any punch button
LP
Light punch
HP
Hard punch
K
Any kick button
LK
Light kick
HK
Hard kick
TAUNT
Taunt
The roster focuses on the fighting game heritage of both companies. As such, it consists entirely of characters originating in fighting games, in contrast to Capcom's Marvel vs. Capcom and Marvel vs. Capcom 2: New Age of Heroes (which features representatives from Mega Man, Resident Evil, Strider, and other Capcom properties) and SNK's The King of Fighters (which includes characters from or inspired by the Ikari Warriors and Psycho Soldier games).
The Capcom side consists almost entirely of characters from the Street Fighter series (with the entire cast of Street Fighter II: The World Warrior present), while the SNK side consists almost entirely of characters from the Art of Fighting and Fatal Fury games and original characters from The King of Fighters. The sole exceptions are the hidden characters Morrigan, from Capcom's Darkstalkers, and Nakoruru, from SNK's Samurai Shodown.
Most characters have "Extra" versions with alternate movesets that can be purchased in the Secret Shop after completing the game with that character in their appropriate groove (Capcom for Capcom characters and SNK for SNK characters). The Extra version can then be selected by holding START while selecting the character in any mode.
Every character has a different color scheme depending on which button is used to select him or her (, , , or ). Additionally, sets of four bonus color schemes can be purchased per character, including the Extra characters, in the Secret Shop (which can then be used by selecting the character with +, +, +, or +). Up to two custom colors can be saved for each character in the Color Edit Mode, which are selected with + or +.
Ratio 1
Originally appeared in:
Street Fighter Alpha 2
Sakura Kasugano
Sakura is a Japanese schoolgirl who idolizes Ryu, whose fighting style she has imitated.
Move list (Special moves (Normal))
Name
Command
Description
Hadouken
P
Sakura releases a short-ranged burst of ki from her hands, which knocks her opponent down on impact. The move covers a slightly longer distance when it is performed with HP .
Kou'ou Ken
P
Sakura runs forward, then performs a standing uppercut that knocks her opponent over. She slides a short distance when the move is performed with LP and runs about half the width of the screen when the move is performed with HP .
Shunpuu Renkyaku
K
Sakura jumps into the air and spins around an axis with her leg extended, moving forward in an arc. The move covers more distance when it is performed with HK . After landing, she can follow up with a crouching kick with LK or a back kick with HK .
Ouka Kyaku
K before the apex of the jump
Sakura dives diagonally downwards with a stomp kick.
Move list (Command normals (Normal))
Name
Command
Description
Flower Kick
+ LK
Sakura kicks her leg in a circle. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super moves (Normal))
Name
Command
Description
Shinkuu Hadouken
P
Sakura shoots a large, slow-moving fireball that can hit her opponent multiple times. The fireball shrinks and hits less as it travels the screen. It can neutralize and pass through another projectile (at the cost of a hit).
Haru Ichiban
K
Sakura advances on her opponent while doing a series of low, sweeping, spinning kicks, ending with a high standing kick. This attack must be blocked crouching.
Her Extra form brings her moveset more in line with her appearance in Street Fighter Alpha 2. She has a more conventional fireball, the Kou'ou Ken is replaced with the Shou'ou Ken (a jumping uppercut instead of a standing uppercut), and the Shunpuu Renkyaku is replaced with the Shunpuu Kyaku (which rises higher and loses its follow-up moves but knocks down and can be performed in midair).
Move list (Special moves (Extra))
Name
Command
Description
Hadouken
P
Sakura shoots a fireball. If the player presses P once, a small fireball is fired that travels three-quarters the width of the screen. If the player presses P twice, a larger fireball is fired that travels half the width of the screen. If the player presses P three times, a very large fireball is fired in front of Sakura that dissipates after moving only a slight distance.
Shou'ou Ken
P
Sakura runs forward, then jumps in the air with a spinning uppercut that knocks her opponent over. She slides a short distance when the move is performed with LP and runs about half the width of the screen when the move is performed with HP .
Shunpuu Kyaku
K
Sakura jumps into the air and spins around an axis with her leg extended, moving forward in an arc and knocking her opponent over on impact. The move covers more distance when it is performed with HK . This move can be performed in midair.
Move list (Command normals (Extra))
Name
Command
Description
Flower Kick
+ LK
Sakura kicks her leg in a circle. This is an overhead strike that can hit characters who are crouch blocking.
Stomp Kick
+ HK in midair
Sakura kicks downward.
Move list (Super moves (Extra))
Name
Command
Description
Shinkuu Hadouken
P
Sakura shoots a large, slow-moving fireball that can hit her opponent multiple times. The fireball shrinks and hits less as it travels the screen. It can neutralize and pass through another projectile (at the cost of a hit).
Midare Zakura
K
Sakura moves forward with a series of spinning uppercuts low to the ground, then a jumping uppercut high into the air. The move is faster and covers more ground at level 3.
Haru Ichiban
K
Sakura advances on her opponent while doing a series of low, sweeping, spinning kicks, ending with a high standing kick.
Originally appeared in:
Super Street Fighter II
Cammy
Cammy is a genetically engineered assassin for Shadaloo, operating under the code name "Killer Bee."
Move list (Special moves (Normal))
Name
Command
Description
Spiral Arrow
K
Cammy spirals forward feet first like a spinning arrow, which knocks her opponent over on impact. The move travels further when it is performed with HK .
Cannon Spike
K
Cammy leaps into the air with a front kick, which knocks her opponent over on impact. She leaps higher when the move is performed with HK .
Axle Spin Knuckle
P
Cammy hops forward and does an elbow smash and a backfist, which knocks her opponent over on impact. This move passes through projectiles. She hops further when the move is performed with HP .
Hooligan Combination
P
Cammy curls into a ball and hurls herself at her opponent. If no button is pressed, she ends with a sweep when she lands (Razor Edge Slicer). Otherwise, the player can perform a takedown when Cammy is near the opponent's body (Fatal Leg Twister) by pressing +P or +P. Cammy grabs the opponent by the neck with her legs and slams them to the ground (Cross Scissor Pressure) if the takedown is performed when she is near the opponent's head, or she grabs the opponent by the legs and stomps their face into the ground if the takedown is performed when she is near the opponent's waist.
Move list (Super moves (Normal))
Name
Command
Description
Spin Drive Smasher
K
Cammy performs a Spiral Arrow followed by a Cannon Spike. The move covers more horizontal distance at higher levels.
Her Extra form gains the Cannon Spike, first seen in X-Men vs. Street Fighter, which can be performed from a jump or from the Hooligan Combination, and an additional super move, the Reverse Shaft Breaker, from Street Fighter Alpha 3. However, she is notably missing her signature ability, the Spiral Arrow.
Move list (Special moves (Extra))
Name
Command
Description
Cannon Spike
K
Cammy leaps into the air with a front kick, which knocks her opponent over on impact. She leaps higher when the move is performed with HK .
Axle Spin Knuckle
P
Cammy hops forward and does an elbow smash and a backfist, which knocks her opponent over on impact. This move passes through projectiles. She hops further when the move is performed with HP .
Cannon Strike
K before the apex of the jump while flipping forward in the air
Cammy dive kicks diagonally downward.
Hooligan Combination
P
Cammy curls into a ball and hurls herself at her opponent. If the player presses K in midair, Cammy drops with a diagonal dive kick (Cannon Strike). If no button is pressed, she ends with a sweep when she lands (Razor Edge Slicer). Otherwise, the player can perform a takedown when Cammy is near the opponent by pressing +P or +P. Cammy grabs the opponent by the neck with her legs and slams them to the ground (Fatal Leg Twister) if the takedown is performed when she is near the opponent's head, or she grabs the opponent by the legs and stomps their face into the ground if the takedown is performed when she is near the opponent's waist.
Move list (Super moves (Extra))
Name
Command
Description
Spin Drive Smasher
K
Cammy performs a Spiral Arrow followed by a Cannon Spike. The move covers more horizontal distance at higher levels.
Reverse Shaft Breaker
K
Cammy performs a Spiral Arrow straight upward that hits multiple times and pulls nearby opponents inward.
Originally appeared in:
Street Fighter II
Dhalsim
Dhalsim is a Yoga mystic who has gained exceptional control over his mind and body, giving him the ability to stretch his limbs and breathe fire.
Move list (Special moves (Normal))
Name
Command
Description
Yoga Fire
P
Dhalsim spews a fireball across the screen. The projectile moves faster and knocks the opponent over when the move is performed with HP .
Yoga Flame
P
Dhalsim breathes a large mass of flame in front of him, which knocks the opponent over on impact. He holds the flame for longer when the move is performed with HP .
Yoga Blast
K
Dhalsim breathes a large mass of flame at a diagonal angle in front of him. He holds the flame for longer when the move is performed with HK .
Yoga Teleport Forward
LP + HP or LK + HK
Dhalsim disappears and reappears the entire screen ahead with LP + HP or half the screen ahead with LK + HK .
Yoga Teleport Backward
LP + HP or LK + HK
Dhalsim disappears and reappears the entire screen back with LP + HP or half the screen back with LK + HK .
Move list (Command normals (Normal))
Name
Command
Description
Kuuchuu Chouhatsu
TAUNT in midair
Dhalsim can perform his taunt in midair.
Yoga Palm
+ LP
Dhalsim quickly jabs his open hand forward.
Drill Zutsuki
+ HP in midair
Dhalsim spins downward head first like a drill. The angle is closer to horizontal than the Drill Kick.
Drill Kick
+ HK in midair
Dhalsim spins downward feet first like a drill. The angle is closer to vertical than the Drill Zutsuki.
Move list (Super moves (Normal))
Name
Command
Description
Yoga Stream
P
Dhalsim sets the ground in front of him on fire with his breath. This attack must be blocked crouching.
Yoga Strike
K
Dhalsim breathes a large mass of flame at a diagonal angle in front of him, which can hit multiple times. He holds the flame for longer at higher levels.
His Extra form is based on his appearance in Super Street Fighter II Turbo. Yoga Flame and Yoga Blast are changed to use a half-circle forward motion, he can perform the Drill Kick in two different angles (depending on the button used), and he has the Yoga Inferno super move.
Move list (Special moves (Extra))
Name
Command
Description
Yoga Fire
P
Dhalsim spews a fireball across the screen. The projectile moves faster and knocks the opponent over when the move is performed with HP .
Yoga Flame
P
Dhalsim breathes a large mass of flame in front of him, which knocks the opponent over on impact. He holds the flame for longer when the move is performed with HP .
Yoga Blast
K
Dhalsim breathes a large mass of flame at a diagonal angle in front of him. He holds the flame for longer when the move is performed with HK .
Yoga Teleport Forward
LP + HP or LK + HK
Dhalsim disappears and reappears the entire screen ahead with LP + HP or half the screen ahead with LK + HK .
Yoga Teleport Backward
LP + HP or LK + HK
Dhalsim disappears and reappears the entire screen back with LP + HP or half the screen back with LK + HK .
Move list (Command normals (Extra))
Name
Command
Description
Kuuchuu Chouhatsu
TAUNT in midair
Dhalsim can perform his taunt in midair.
Headbutt
+ HP (close)
Dhalsim headbutts his opponent, hitting up to two times.
Drill Zutsuki
+ HP in midair
Dhalsim spins downward head first like a drill. The angle is closer to horizontal than the Drill Kick.
Drill Kick
+K in midair
Dhalsim spins downward feet first like a drill. The angle depends on the button used, with LK falling at a 45° angle and HK falling closer to vertical.
Move list (Super moves (Extra))
Name
Command
Description
Yoga Inferno
P
Dhalsim breathes a large mass of flame in front of him, which can hit multiple times.
Originally appeared in:
Street Fighter II
Blanka
Blanka is a feral beastman from the jungles of Brazil with the ability to generate electricity.
Move list (Special moves (Normal))
Name
Command
Description
Electric Thunder
PPPPP
Blanka charges his body with electricity, zapping his opponent on contact. He charges faster when the move is performed with HP .
Rolling Attack
Hold for 2 seconds, then +P
Blanka curls into a ball and rolls straight ahead. The move travels farther when it is performed with HP .
Backstep Rolling Attack
Hold for 2 seconds, then +K
Blanka does a handstand, then leaps high into the air for a rolling attack. He leaps higher when the move is performed with HK .
Vertical Rolling Attack
Hold for 2 seconds, then +K
Blanka launches upwards to hit an airborne opponent (or drop on them from above). The move travels higher and further forward when it is performed with HK .
Move list (Command normals (Normal))
Name
Command
Description
Rock Crush
+ HP
Blanka does a headbutt, hitting up to two times.
Amazon River Run
+ HP
Blanka slides along the ground on his back, which knocks his opponent over.
Surprise Forward
LK + HK
Blanka leaps forward. This move can pass through opponents (if close enough) but not attacks.
Surprise Back
+ LK + HK
Blanka leaps back. This move can pass through opponents (if close enough) but not attacks.
Move list (Super moves (Normal))
Name
Command
Description
Direct Lightning
Hold for 2 seconds, then +P
Blanka charges himself with electricity, then curls into a ball and rolls straight into his opponent. The move travels farther at higher levels.
Shout of Earth
Hold for 2 seconds, then +PPPPP
Blanka stands and roars while his body courses with electricity.
Blanka charges his body with electricity, zapping his opponent on contact. He charges faster when the move is performed with HP .
Rolling Attack
Hold for 2 seconds, then +P
Blanka curls into a ball and rolls straight ahead. The move travels farther when it is performed with HP .
Move list (Command normals (Extra))
Name
Command
Description
Rock Crush
+ HP
Blanka does a headbutt, hitting up to two times.
Amazon River Run
+ HP
Blanka slides along the ground on his back, which knocks his opponent over.
Surprise Forward
LK + HK
Blanka leaps forward. This move can pass through opponents (if close enough) but not attacks.
Surprise Back
+ LK + HK
Blanka leaps back. This move can pass through opponents (if close enough) but not attacks.
Move list (Super moves (Extra))
Name
Command
Description
Ground Shave Rolling
Hold for 2 seconds, then +P
Blanka rolls into the air, then rolls along the ground toward his opponent. If the player continues to hold P, he spins in place for a duration before launching forward. He rolls higher and farther at higher levels.
Originally appeared in:
The King of Fighters '94
Benimaru Nikaido
Benimaru is a model with a Japanese father and an American mother who fights with shootboxing techniques and can control electricity.
Move list (Special moves (Normal))
Name
Command
Description
Raijin Ken
P
Benimaru jabs in front of him with an electrically charged fist. When the move is performed with HP , it can be charged by tapping HP HP HP HP HP after doing the motion to do more damage.
Iai Geri
K
Benimaru does a rapid knee strike.
Shinkuu Kakate Goma
K
Benimaru stands on one hand and spins his body around, kicking with both legs, knocking his opponent far back on impact. He spins for longer when the move is performed with HK .
Move list (Command normals (Normal))
Name
Command
Description
Flying Drill
+ HK in midair
Benimaru dive kicks diagonally downwards while spinning like a drill.
Spin Kick
+ HK or + HK
Benimaru hops backward or forward with a spinning kick.
Move list (Super moves (Normal))
Name
Command
Description
Raikou Ken
P
Benimaru pulls his fist back to charge it, then jabs in front of him with an electrically charged fist that explodes in an orb of lightning, hitting multiple times.
Denei Spark
P
Benimaru charges electricity between his hands, then dashes forward, leaving a trail of lighting behind him. He dashes further at higher levels.
His Normal form resembles his moveset from The King of Fighters '94, while his Extra form is closer to his expanded moveset in The King of Fighters '97. He gets an upward-angled Raijin Ken, a command grab, and a different super move.
Move list (Special moves (Extra))
Name
Command
Description
Raijin Ken
P
Benimaru jabs in front of him with an electrically charged fist.
Taikuu Raijin Ken
P
Benimaru jabs diagonally upwards with an electrically charged fist.
Iai Geri
K
Benimaru does a rapid knee strike.
Shinkuu Kakate Goma
K
Benimaru stands on one hand and spins his body around, kicking with both legs, knocking his opponent far back on impact. He spins for longer when the move is performed with HK .
Benimaru Corridor Crunch
P (close)
Benimaru grabs and electrocutes his opponent.
Move list (Command normals (Extra))
Name
Command
Description
Flying Drill
+ HK in midair
Benimaru dive kicks diagonally downwards while spinning like a drill.
Jackknife Kick
+ LK
Benimaru runs forward with a front kick.
Move list (Super moves (Extra))
Name
Command
Description
Raikou Ken
P
Benimaru pulls his fist back to charge it, then jabs in front of him with an electrically charged fist that explodes in an orb of lightning, hitting multiple times.
Taikuu Raikou Ken
K
Benimaru pulls his fist back to charge it, then jabs diagonally upwards with an electrically charged fist that explodes in an orb of lightning, hitting multiple times.
Electro Trigger
P (close)
Benimaru grabs and shocks his opponent with bolts of lightning, then throws them.
Originally appeared in:
Art of Fighting
King
King is a French bar owner who fights with a unique form of Muay Thai incorporating numerous acrobatic spinning kicks.
Move list (Special moves (Normal))
Name
Command
Description
Venom Strike
K
King performs a jumping kick, lobbing a fireball through the air. The projectile moves faster when the move is performed with HK .
Double Strike
K
King performs two jumping kicks in quick succession, lobbing two fireballs through the air. The projectiles move faster when the move is performed with HK .
Trap Shot
K
King performs a somersault kick. If it hits, she follows up with a barrage of fast kicks that knock her opponent over.
Tornado Kick
K
King spins forward through into the air while kicking, knocking her opponent over on impact. The move covers more horizontal distance when it is performed with HK .
Surprise Rose
K
King rises into the air with a knee strike, then comes down with multiple stomping kicks that knock her opponent over. The move covers more horizontal distance when it is performed with HK .
Move list (Command normals (Normal))
Name
Command
Description
Slide Kick
+ HK
King shoves herself forward with a sweep kick.
Move list (Super moves (Normal))
Name
Command
Description
Illusion Dance
K
King does a backflip, then leaps forward with a kick. When she lands, she performs a series of rapid kicks while standing, then finishes with a Tornado Kick.
Silent Flash
K
King performs a somersault kick. If it hits, she launches her opponent into the air with a jumping kick. She does two successive somersault kicks at level 2 and three successive somersault kicks at level 3.
Her Extra form is based on her original appearance in Art of Fighting. Her Tornado Kick and Surprise Rose are replaced with the Tobi Nidan Shisshukuri and Moshu Kyaku, and the Double Strike is changed to a super move.
Move list (Special moves (Extra))
Name
Command
Description
Venom Strike
K
King performs a jumping kick, lobbing a fireball through the air. The projectile moves faster when the move is performed with HK .
Trap Shot
K
King performs a somersault kick. If it hits, she follows up with a barrage of fast kicks that knock her opponent over.
Tobi Nidan Shisshukuri
K
King leaps ahead, performing two knee strikes on the way up. She leaps further when the move is performed with HK .
Moshu Kyaku
K
King performs alternating high and low kicks, then finishes with a roundhouse. She slides forward a short distance before kicking when the move is performed with HK .
Move list (Command normals (Extra))
Name
Command
Description
Slide Kick
+ HK
King shoves herself forward with a sweep kick.
Move list (Super moves (Extra))
Name
Command
Description
Illusion Dance
K
King does a backflip, then leaps forward with a kick. When she lands, she performs a series of rapid kicks while standing, then finishes with a Tornado Kick.
Double Strike
K
King performs two jumping kicks in quick succession, lobbing two fireballs through the air that can hit multiple times. The projectiles move faster when the move is performed with HK .
Originally appeared in:
The King of Fighters '96
Vice
Vice is Rugal's sadistic secretary, who possesses preternatural strength.
Move list (Special moves (Normal))
Name
Command
Description
Outrage
K
Vice kicks rapidly in front of her. She hops first when the move is performed with HK .
Rave Fest
K in midair
Vice kicks rapidly in front of her while falling.
Da Cide
K
Vice swipes her hand out in front of her, which stretches to reach. If it connects, she grabs and throws her opponent back.
Tranquility
K
Vice jumps into the air and tries to grab her opponent. If she succeeds, she grabs the opponent between her legs and slams them into the ground.
Nail Bomb
P (close)
Vice grabs her opponent, lifts them over her head, and slams them into the ground, which causes a pillar of dark energy to explode.
Gore Fest
P (close)
Vice grabs and flings her opponent into the ground, causing them to bounce off and into the air. When the move is performed with HP , she can follow up by jumping into the air, grabbing the opponent between her legs, and slamming them into the ground (Tranquility) by pressing K.
Move list (Super moves (Normal))
Name
Command
Description
Withering Surface
P
Vice leaps through the air and tries to grab her opponent when she lands. If she succeeds, she lifts the opponent over her head and slams them opponent into the ground multiple times, then tosses them into the air. Then she jumps into the air with them and slams them into the ground again. The final slam causes a pillar of dark energy to explode at level 2 or 3.
Negative Gain
K (close)
Vice grabs her opponent by the neck with her legs, then slams them to the ground repeatedly.
Her Normal form is closer to her moveset from The King of Fighters '96, while her Extra form adds aspects of her moveset from The King of Fighters '98. She gains the Mayhem ability and an upward-angled Da Cide but loses her Tranquility and Gore Fest command grabs.
Move list (Special moves (Extra))
Name
Command
Description
Mayhem
P
Vice charges forward with a shoulder ram that knocks her opponent into the air. She charges further when the move is performed with HP .
Outrage
K
Vice kicks rapidly in front of her. She hops first when the move is performed with HK .
Rave Fest
K in midair
Vice kicks rapidly in front of her while falling.
Da Cide
K
Vice swipes her hand out in front of her, which stretches to reach. If it connects, she grabs and throws her opponent back.
Da Cide Slayer
K
Vice swipes her hand out diagonally upwards, which stretches to reach. If it connects, she grabs and throws her opponent back.
Nail Bomb
P (close)
Vice grabs her opponent, lifts them over her head, and slams them into the ground, which causes a pillar of dark energy to explode.
Move list (Super moves (Extra))
Name
Command
Description
Withering Surface
P
Vice leaps through the air and tries to grab her opponent when she lands. If she succeeds, she lifts the opponent over her head and slams them opponent into the ground multiple times, then tosses them into the air. Then she jumps into the air with them and slams them into the ground again. The final slam causes a pillar of dark energy to explode at level 2 or 3.
Negative Gain
K (close)
Vice grabs her opponent by the neck with her legs, then slams them to the ground repeatedly.
Originally appeared in:
Art of Fighting 2
Yuri Sakazaki
Yuri is the younger sister of Ryo and a student of Kyokugen-ryuu.
Move list (Special moves (Normal))
Name
Command
Description
Ko'ou Ken
P
Yuri thrusts a short-ranged burst of ki energy from her hand, which knocks the opponent down on impact. The move covers a slightly longer distance when it is performed with HP .
Rai'oh Ken
K
Yuri jumps into the air and swings her arms downward with a burst of ki. She jumps higher when the move is performed with HK .
Kuu Ga
P
Yuri jumps into the air while performing an uppercut that knocks her opponent over. When the move is performed with HP , she ascends higher, and the move can be followed up by a second jumping uppercut (Ura Kuu Ga) by pressing P again.
Hyaku Retsu Binta
P
Yuri rushes forward and grabs her opponent, then slaps them repeatedly. She runs farther when the move is performed with HP .
Move list (Command normals (Normal))
Name
Command
Description
En Yoku
+ LK
Yuri throws herself forward while striking with her rear.
Move list (Super moves (Normal))
Name
Command
Description
Haoh Shoukou Ken
P
Yuri channels and throws a large fireball from both hands. The projectile moves faster at higher levels.
Hien Rekkou
P
Yuri advances forward with multiple spinning uppercuts, then a final, high jumping uppercut. The move covers more horizontal distance at higher levels.
Her Normal form resembles her moveset from The King of Fighters '94, while her Extra form is based on her appearances in The King of Fighters '96 and later. She regains her long-ranged fireballs and trades the Kuu Ga special move for Sai Ha.
Move list (Special moves (Extra))
Name
Command
Description
Ko'ou Ken
P
Yuri hurls a fireball from her palm. The projectile moves faster when the move is performed with HP .
Rai'oh Ken
K
Yuri jumps into the air and throws a fireball diagonally downwards. She jumps higher when the move is performed with HK .
Sai Ha
P
Yuri holds her hands out and shields herself with a burst of ki. It knocks back opponents that touch it and also dissipates projectiles.
Hyaku Retsu Binta
P
Yuri rushes forward and grabs her opponent, then slaps them repeatedly. She runs farther when the move is performed with HP .
Move list (Command normals (Extra))
Name
Command
Description
En Yoku
+ LK
Yuri throws herself forward while striking with her rear.
Move list (Super moves (Extra))
Name
Command
Description
Haoh Shoukou Ken
P
Yuri channels and throws a large fireball from both hands. The projectile moves faster at higher levels.
Hien Hou'ou Kyaku
K
Yuri dashes forward, then runs up her opponent with a series of stomps.
Ratio 2
Originally appeared in:
Street Fighter
Ryu
Ryu is a student of Shotokan karate who is highly focused on his training and becoming the strongest that he can. He enters the tournament in hopes of facing a legendary new competitor he has heard about, Kyo Kusanagi.
Move list (Special moves (Normal))
Name
Command
Description
Hadouken
P
Ryu channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when the move is performed with HP .
Shakunetsu Hadouken
P
Ryu shoots a flaming variant of the Hadouken, which can knock over opponents in close range. The projectile moves faster when the move is performed with HP .
Shouryuuken
P
Ryu jumps into the air with a flying uppercut, knocking down his opponent on impact. He ascends higher when the move is performed with HP .
Tatsumaki Senpuukyaku
K
Ryu spins on an axis while gliding forward through the air and kicking, knocking down his opponent on impact. If performed in midair, he follows the trajectory of the jump. The move covers more horizontal distance when it is performed with HK .
Move list (Command normals (Normal))
Name
Command
Description
Sakotsu Wari
+ LP
Ryu pulls his fist back and strikes forward and down, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.
Senpuu Kyaku
+ LK
Ryu hops forward, doing a single spinning kick similar to a Tatsumaki Senpuukyaku.
Stretch Kick
+ HK
Ryu does a long-reaching crouching kick.
Move list (Super moves (Normal))
Name
Command
Description
Shinkuu Hadouken
P
Ryu fires a version of the Hadouken that can hit his opponent multiple times.
Shinkuu Tatsumaki Senpuukyaku
K
Ryu hovers in place while spinning around an axis with his leg extended, drawing his opponent in and potentially hitting multiple times. The distance of the vacuum effect is larger at higher levels.
Shin Shouryuuken
K (at max level)
Ryu hits his opponent with a standing uppercut with each arm, then performs a Shouryuuken that ascends high into the air. The power gauge must be at level 3 to perform this move.
Originally appeared in:
Street Fighter
Ken Masters
Ken is a student of Shotokan karate and the best friend and training partner of Ryu. His family's Masters Foundation is co-hosting the tournament with the Garcia Financial Clique.
Move list (Special moves (Normal))
Name
Command
Description
Hadouken
P
Ken channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when the move is performed with HP .
Shouryuuken
P
Ken jumps into the air with a flying uppercut. He has a flaming fist and can hit his opponent multiple times when the move is performed with HP .
Tatsumaki Senpuukyaku
K
Ken spins on an axis while gliding forward through the air and kicking, which can hit his opponent multiple times. If performed in midair, he follows the trajectory of the jump. The move covers more horizontal distance when it is performed with HK .
Zenpou Tenshin
P
Ken rolls forward. He rolls farther when the move is performed with HP . This move can pass through opponents (if close enough) but not attacks.
Ryusen Kyaku
K
Ken rolls on his back with a wheel kick.
Move list (Command normals (Normal))
Name
Command
Description
Inazuma Kakato Wari
+ LK
Ken kicks high into the air, then brings his leg down like an axe chop, hitting up to two times. This is an overhead strike that can hit characters who are crouch blocking.
Stretch Kick
+ HK
Ken does a long-reaching crouching kick.
Move list (Super moves (Normal))
Name
Command
Description
Shouryuu Reppa
P
Ken performs a series of low Shouryuukens while moving across the screen, culminating in a high Shouryuuken. The move covers more horizontal distance at higher levels. Ken has a flaming fist at level 3.
Shinryuuken
K
Ken spirals upward with a spinning uppercut, drawing in nearby opponents. The distance of the vacuum effect is larger at higher levels.
Shippuujinrai Kyaku
K (at max level)
Ken moves forward while delivering a series of fast kicks before launching his opponent into the air with a rising Tatsumaki Senpuukyaku. The power gauge must be at level 3 to perform this move.
His Extra form is based on his appearance in Super Street Fighter II Turbo. He loses the Zenpou Tenshin and Ryusen Kyaku but gains back his "crazy kicks."
Move list (Special moves (Extra))
Name
Command
Description
Hadouken
P
Ken channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when the move is performed with HP .
Shouryuuken
P
Ken jumps into the air with a flying uppercut. He has a flaming fist and can hit his opponent multiple times when the move is performed with HP .
Tatsumaki Senpuukyaku
K
Ken spins on an axis while gliding forward through the air and kicking, which can hit his opponent multiple times. If performed in midair, he follows the trajectory of the jump. The move covers more horizontal distance when it is performed with HK .
Kama Barai Geri
K
Ken does a high roundhouse kick that can hit up to two times. Continuing to hold K performs a high axe kick right afterwards.
Nata Otoshi Geri
K
Ken does a reverse roundhouse kick that can hit up to two times. Continuing to hold K performs a high axe kick right afterwards.
Oosoto Mawashi Geri
K
Ken does a knockdown kick. Continuing to hold K performs a high axe kick right afterwards.
Move list (Command normals (Extra))
Name
Command
Description
Inazuma Kakato Wari
+ LK
Ken kicks high into the air, then brings his leg down like an axe chop, hitting up to two times. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super moves (Extra))
Name
Command
Description
Shouryuu Reppa
P
Ken performs a series of low Shouryuukens while moving across the screen, culminating in a high Shouryuuken. The move covers more horizontal distance at higher levels. Ken has a flaming fist at level 3.
Originally appeared in:
Street Fighter II
Chun-Li
Chun-Li is a Chinese wushu expert known for her quick motions and powerful kicks.
Move list (Special moves (Normal))
Name
Command
Description
Hyakuretsu Kyaku
KKKKK
Chun-Li unleashes a flurry of rapid kicks. She kicks faster when the move is performed with HK .
Kikouken
P
Chun-Li thrusts a ki blast from her palms. The projectile moves faster when the move is performed with HP .
Tenshou Kyaku
Hold for 2 seconds, then +K
Chun-Li jumps high into the air while spinning her legs around in kicks, which knocks her opponent down on impact. The move hits an additional time when it is performed with HK .
Spinning Bird Kick
Hold for 2 seconds, then +K
Chun-Li flips upside down and spins her legs while moving forward, which knocks her opponent down on impact. She moves further when the move is performed with HK .
Move list (Command normals (Normal))
Name
Command
Description
Sankaku Tobi
when jumping onto the edge of the screen
Chun-Li can jump off the edges of the screen.
Yousou Kyaku
+ HK in midair
Chun-Li holds a straight leg in a head stomp.
Kaku Kyaku Raku
+ LK
Chun-Li flips forwards high into the air, coming down with a kick.
Move list (Super moves (Normal))
Name
Command
Description
Senretsu Kyaku
Hold for 2 seconds, then +K
Chun-Li moves forward quickly while performing a series of Hyakuretsu Kyakus. She has a brief period of invulnerability at the beginning of the move (allowing her to pass through projectiles). The move covers more horizontal distance at higher levels.
Kikoushou
P
Chun-Li gathers a large ball of ki in front of her using both palms, which hits multiple times and knocks her opponent over.
Hazan Tenshou Kyaku
Hold for 2 seconds, then +K
Chun-Li performs a more powerful version of her Tenshou Kyaku that can hit more times.
Her Extra form reduces her moveset to her two special moves from Street Fighter II: Champion Edition and introduces a new super move, the Spinning Hornet Kick, which resembles Ryu's Shinkuu Tatsumaki Senpuukyaku.
Move list (Special moves (Extra))
Name
Command
Description
Hyakuretsu Kyaku
KKKKK
Chun-Li unleashes a flurry of rapid kicks. She kicks faster when the move is performed with HK .
Spinning Bird Kick
Hold for 2 seconds, then +K
Chun-Li flips upside down and spins her legs while moving forward, which knocks her opponent down on impact. This move can also be performed in midair. She moves further when the move is performed with HK . Pressing K can be delayed slightly, which causes Chun-Li to flip upside down and spin her legs while falling in a tall arc rather than moving forward.
Move list (Command normals (Extra))
Name
Command
Description
Sankaku Tobi
when jumping onto the edge of the screen
Chun-Li can jump off the edges of the screen.
Yousou Kyaku
+ HK in midair
Chun-Li holds a straight leg in a head stomp.
Kaku Kyaku Raku
+ LK
Chun-Li flips forwards high into the air, coming down with a kick.
Move list (Super moves (Extra))
Name
Command
Description
Senretsu Kyaku
Hold for 2 seconds, then +K
Chun-Li moves forward quickly while performing a series of Hyakuretsu Kyakus. She has a brief period of invulnerability at the beginning of the move (allowing her to pass through projectiles). The move covers more horizontal distance at higher levels.
Spinning Hornet Kick
Hold for 2 seconds, then +K
Chun-Li flips upside down and spins her legs while hovering in place, drawing in nearby opponents. The distance of the vacuum effect is larger at higher levels.
Originally appeared in:
Street Fighter II
Guile
Guile is an officer in the United States Air Force who uses a mixed martial arts form combining elements of boxing, kickboxing, and wrestling.
Move list (Special moves (Normal))
Name
Command
Description
Sonic Boom
Hold for 2 seconds, then +P
Guile shoots a spinning blade-like projectile across the screen. The projectile moves faster when the move is performed with HP .
Somersault Kick
Hold for 2 seconds, then +K
Guile jumps high into the air while performing a backflip kick, which knocks his opponent over on impact. He jumps higher when the move is performed with HK .
Move list (Command normals (Normal))
Name
Command
Description
Spin Back Knuckle
+ HP
Guile rotates around and swings his fist like a club.
Rolling Sobat
+ LK or + LK
Guile hops with a turning kick.
Move list (Super moves (Normal))
Name
Command
Description
Total Wipeout
Hold for 2 seconds, then +P
Guile advances forward with a jab, a cross, an uppercut, a Rolling Sobat, then a Spin Back Knuckle. The move covers more horizontal distance at higher levels.
Somersault Strike
Hold for 2 seconds, then +K
Guile performs two Somersault Kicks in a row at level 1 and 2 or three Somersault Kicks in a row at level 3.
His Extra form is nearly the same but trades the Rolling Sobat for the Reverse Spin Kick and only has one super move.
Move list (Special moves (Extra))
Name
Command
Description
Sonic Boom
Hold for 2 seconds, then +P
Guile shoots a spinning blade-like projectile across the screen. The projectile moves faster when the move is performed with HP .
Somersault Kick
Hold for 2 seconds, then +K
Guile jumps high into the air while performing a backflip kick, which knocks his opponent over on impact. He jumps higher when the move is performed with HK .
Move list (Command normals (Extra))
Name
Command
Description
Spin Back Knuckle
+ HP
Guile rotates around and swings his fist like a club.
Reverse Spin Kick
+ HK or + HK (close)
Guile does an upside-down kick.
Move list (Super moves (Extra))
Name
Command
Description
Somersault Strike
Hold for 2 seconds, then +K
Guile performs two Somersault Kicks in a row at level 1 and 2 or three Somersault Kicks in a row at level 3.
Originally appeared in:
Street Fighter II
Edmond Honda
E. Honda is a sumo wrestler who wants to prove to the world the strength of his technique.
Move list (Special moves (Normal))
Name
Command
Description
Hyakuretsu Harite
PPPPP
E. Honda unleashes a flurry of hand slaps. He slaps faster when the move is performed with HP .
Super Zutsuki
Hold for 2 seconds, then +P
E. Honda propels himself forward head first like a torpedo, which knocks his opponent over on impact. He shoots himself further when the move is performed with HP .
Super Hyakkan Otoshi
Hold for 2 seconds, then +K
E. Honda leaps high into the air and drops himself down like a cannonball, which knocks his opponent over on impact. He leaps higher when the move is performed with HK .
Ooichou Nage
D-Pad in a 360° rotation, then P (close)
E. Honda grabs and slams his opponent against the ground, then flattens his opponent with a Super Hyakkan Otoshi.
Move list (Command normals (Normal))
Name
Command
Description
Flying Sumo Press
+ HK in midair
E. Honda drops with a body press.
Harai Geri
+ HK or + HK
E. Honda does a low kick that trips his opponent.
Move list (Super moves (Normal))
Name
Command
Description
Oni Musou
Hold for 2 seconds, then +P
E. Honda performs two consecutive Super Zutsukis. He performs a third Super Zutsuki at level 2 or an advancing Hyakuretsu Harite at level 3.
Orochi Kudaki
D-Pad in a 360° rotation twice, then P (close, at max level)
E. Honda throws his opponent into the ground twice, followed by a Super Hyakkan Otoshi. The power gauge must be at level 3 to perform this move.
E. Honda unleashes a flurry of hand slaps. He slaps faster when the move is performed with HP .
Super Zutsuki
Hold for 2 seconds, then +P
E. Honda propels himself forward head first like a torpedo, which knocks his opponent over on impact. He shoots himself further when the move is performed with HP .
Super Hyakkan Otoshi
Hold for 2 seconds, then +K
E. Honda leaps high into the air and drops himself down like a cannonball, which knocks his opponent over on impact. He leaps higher when the move is performed with HK .
Move list (Command normals (Extra))
Name
Command
Description
Flying Sumo Press
+ HK in midair
E. Honda drops with a body press.
Palm Slap
+ HP or + HP
E. Honda does a palm thrust.
Harai Geri
+ HK or + HK
E. Honda does a low kick that trips his opponent.
Move list (Super moves (Extra))
Name
Command
Description
Oni Musou
Hold for 2 seconds, then +P
E. Honda performs two consecutive Super Zutsukis. He performs a third Super Zutsuki at level 2 or an advancing Hyakuretsu Harite at level 3.
Originally appeared in:
Street Fighter II
Zangief
Zangief is a massive Soviet wrestler who trains by wrestling bears.
Move list (Special moves (Normal))
Name
Command
Description
Double Lariat
LP + HP
Zangief spins around with his arms outstretched, knocking over opponents on impact. He is invulnerable above the waist while performing this move, allowing most projectiles to pass through him. He can move with and while spinning.
Quick Double Lariat
LK + HK
Zangief performs a Double Lariat that is faster but has a shorter duration. He can move with and while spinning.
Screw Piledriver
D-Pad in a 360° rotation, then P (close)
Zangief grabs his opponent, jumps high into the air, then drives them head first into the ground while spinning. He ascends higher when the move is performed with HP .
Flying Powerbomb
D-Pad in a 360° rotation, then K (far away)
Zangief creeps forward and tries to grab his opponent. If he succeeds, he jumps and slams the opponent into the ground.
Atomic Suplex
D-Pad in a 360° rotation, then K (close)
Zangief grabs his opponent and performs a grounded suplex followed by an aerial suplex.
Banishing Flat
P
Zangief takes a step forward and does a low back hand slap. This move can neutralize projectiles.
Move list (Command normals (Normal))
Name
Command
Description
Body Press
+ HP while jumping diagonally
Zangief drops with a body press.
Double Knee Drop
+ LK in midair
Zangief falls with his knees forward.
Move list (Super moves (Normal))
Name
Command
Description
Final Atomic Buster
D-Pad in a 360° rotation twice, then P (close)
Zangief grabs his opponent and performs a rolling suplex followed by a Screw Piledriver. He performs an additional rolling suplex at levels 2 and 3 and an additional Screw Piledriver at level 3.
Aerial Russian Slam
K
Zangief jumps in front of him and tries to grab his opponent (if airborne) to slam them into the ground. He performs a throw at level 1, a piledriver at level 2, and a powerbomb at level 3.
Zangief spins around with his arms outstretched, knocking over opponents on impact. He is invulnerable above the waist while performing this move, allowing most projectiles to pass through him. He can move with and while spinning.
Quick Double Lariat
LK + HK
Zangief performs a Double Lariat that is faster but has a shorter duration. He can move with and while spinning.
Screw Piledriver
D-Pad in a 360° rotation, then P (close)
Zangief grabs his opponent, jumps high into the air, then drives them head first into the ground while spinning. He ascends higher when the move is performed with HP .
Move list (Command normals (Extra))
Name
Command
Description
Body Press
+ HP while jumping diagonally
Zangief drops with a body press.
Double Knee Drop
+ LK in midair
Zangief falls with his knees forward.
Kuuchuu Headbutt
+ HP during neutral jump
Zangief performs a headbutt in midair.
Move list (Super moves (Extra))
Name
Command
Description
Final Atomic Buster
D-Pad in a 360° rotation twice, then P (close)
Zangief grabs his opponent and performs a rolling suplex followed by a Screw Piledriver. He performs an additional rolling suplex at levels 2 and 3 and an additional Screw Piledriver at level 3.
Originally appeared in:
Street Fighter II
Balrog (M. Bison)
Balrog is a former heavyweight boxing champion who now works for M. Bison as an enforcer. He appears as a sub-boss before fighting M. Bison (in the SNK groove).
Move list (Special moves (Normal))
Name
Command
Description
Dash Straight or Upper
Hold for 2 seconds, then +P or K
Balrog dashes forward while standing and smashes his opponent with a straight punch if performed with P or an uppercut if performed with K. He dashes farther when the move is performed with HP or HK .
Dash Ground Straight or Upper
Hold for 2 seconds, then +P or K
Balrog dashes forward low to the ground and smashes his opponent with a straight punch if performed with P or an uppercut if performed with K. He dashes farther when the move is performed with HP or HK .
Buffalo Headbutt
Hold for 2 seconds, then +P
Balrog jumps up with a flying headbutt, which knocks his opponent over on impact.
Turn Punch
Hold LP + HP or LK + HK , then release
Balrog turns around and delivers a powerful punch. The longer the attack buttons are held down, the greater the punch's power.
Move list (Super moves (Normal))
Name
Command
Description
Crazy Buffalo
Hold for 2 seconds, then +P
Balrog performs a series of five dashes and punches. He performs uppercuts if the player holds K. The move covers more horizontal distance at higher levels.
Gigaton Blow
Hold for 2 seconds, then +K (at max level)
Balrog performs a single powerful Turn Punch that hits multiple times and knocks his opponent over. The power gauge must be at level 3 to perform this move.
Balrog dashes forward while standing and smashes his opponent with a straight punch if performed with P or an uppercut if performed with K. He dashes farther when the move is performed with HP or HK .
Turn Punch
Hold LP + HP or LK + HK , then release
Balrog turns around and delivers a powerful punch. The longer the attack buttons are held down, the greater the punch's power.
Move list (Super moves (Extra))
Name
Command
Description
Crazy Buffalo
Hold for 2 seconds, then +P
Balrog performs a series of five dashes and punches. He performs uppercuts if the player holds K. The move covers more horizontal distance at higher levels.
Originally appeared in:
Fatal Fury
Raiden
Raiden is a heel pro wrestler known for his ruthlessness in the ring.
Move list (Special moves (Normal))
Name
Command
Description
Poison Spray
P
Raiden blows a poisonous mist in front of him, which knocks his opponent over on impact. He blows for longer when the move is performed with HP .
Giant Bomb
Hold for 2 seconds, then +P
Raiden charges forward with a shoulder tackle, which knocks his opponent over on impact. He charges further when the move is performed with HP .
Super Drop Kick
Hold K, then release
Raiden jumps forward with a dropkick, which knocks his opponent over on impact.
Thunder Crush Bomb
D-Pad in a 360° rotation, then K (close)
Raiden grabs his opponent, drops them to the ground with a powerbomb, then jumps up in the air and throws them to the ground. He jumps higher when the move is performed with HK .
Raiden Combination/Body Blow
P
Raiden steps forward with a body blow. He steps slightly further when the move is performed with HP . It can be followed up with a headbutt by pressing P or a front suplex by pressing K.
Move list (Command normals (Normal))
Name
Command
Description
Body Press
+ HP while jumping diagonally
Raiden drops with a body press.
Bear Stomp
+ HK (close)
Raiden stomps his opponent's feet.
Move list (Super moves (Normal))
Name
Command
Description
Destruction Drop
D-Pad in a 360° rotation twice, then P (close)
Raiden grabs his opponent, drops them to the ground with a powerbomb, then jumps up in the air and throws them to the ground, finishing by doing a diving drop on top of them. He does two powerbombs at level 2 and three powerbombs at level 3.
Flame Breath
P
Raiden blows an inferno in front of him. He blows for longer at higher levels.
Both forms are inspired by his appearance in Fatal Fury Special (as Big Bear). His Extra form swaps the Raiden Combination/Body Blow move for the Jumping Lariat Drop and the Flame Breath super move for Crazy Train.
Move list (Special moves (Extra))
Name
Command
Description
Poison Spray
P
Raiden blows a poisonous mist in front of him, which knocks his opponent over on impact. He blows for longer when the move is performed with HP .
Giant Bomb
Hold for 2 seconds, then +P
Raiden charges forward with a shoulder tackle, which knocks his opponent over on impact. He charges further when the move is performed with HP .
Super Drop Kick
Hold K, then release
Raiden jumps forward with a dropkick, which knocks his opponent over on impact.
Thunder Crush Bomb
D-Pad in a 360° rotation, then K (close)
Raiden grabs his opponent, drops them to the ground with a powerbomb, then jumps up in the air and throws them to the ground.
Jumping Lariat Drop
P
Raiden leaps forward with crooked arm lariat that takes his opponent down if it connects. He leaps farther if the move is performed with HP .
Move list (Command normals (Extra))
Name
Command
Description
Body Press
+ HP while jumping diagonally
Raiden drops with a body press.
Bear Stomp
+ HK (close)
Raiden stomps his opponent's feet.
Move list (Super moves (Extra))
Name
Command
Description
Destruction Drop
D-Pad in a 360° rotation twice, then P (close)
Raiden grabs his opponent, drops them to the ground with a powerbomb, then jumps up in the air and throws them to the ground, finishing by doing a diving drop on top of them. He does two powerbombs at level 2 and three powerbombs at level 3.
Crazy Train
P
Raiden performs a combination of moves, ending with a shoulder ram.
Originally appeared in:
Fatal Fury 2
Kim Kaphwan
Kim is a taekwondo master with a strong sense of justice.
Move list (Special moves (Normal))
Name
Command
Description
Han Getsu Zan
K
Kim rolls forward with a somersaulting crescent kick. The move covers a wider arc when it is performed with HK .
Hien Zan
Hold for 2 seconds, then +K
Kim flips backward, slicing through the air with a circular kick, which knocks down his opponent on impact. When the move is performed with HK , he ascends higher, and it can be followed up with another kick (Tenshou Zan) by pressing + HK .
Hishou Kyaku
K in midair
Kim dives diagonally downward while stomping repeatedly.
Haki Kyaku
K
Kim stomps the ground, hitting opponents in front of him. It can neutralize ground projectiles.
Stance Change
Hold HK after HK or Neri Chagi
Kim changes his stance to face the background. He cannot move while in this stance, and releasing HK returns him to his normal stance. While holding this stance, he can perform a jumping side kick with + LP , LP , or + LP , an axe kick that can hit opponents who are crouch blocking with HP , or a side kick that knocks his opponent over with LK .
Move list (Command normals (Normal))
Name
Command
Description
Neri Chagi
+ LK
Kim lifts his leg high and comes down with an axe kick, which hits up to two times. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super moves (Normal))
Name
Command
Description
Hou'ou Kyaku
K
Kim performs a series of rapid kicks, then kicks the opponent into the air and finishes with a backflip kick (or multiple backflip kicks at higher levels).
Hou'ou Tenbu Kyaku
K in midair
Kim dives diagonally downward with a stomp, then flips in circles while kicking, ending with a side kick in midair.
His Extra form exchanges the Hien Zan and Stance Change abilities for the Kuusa Jin (first seen in Real Bout Fatal Fury) and the Hou'ou Tenbu Kyaku super move for the Hou'ou Hiten Kyaku.
Move list (Special moves (Extra))
Name
Command
Description
Han Getsu Zan
K
Kim rolls forward with a somersaulting crescent kick. The move covers a wider arc when it is performed with HK .
Kuusa Jin
Hold for 2 seconds, then +P
Kim spins diagonally upward while kicking, knocking his opponent into the air. He ascends higher and hits an additional time when the move is performed with HP .
Hishou Kyaku
K in midair
Kim dives diagonally downward while stomping repeatedly.
Haki Kyaku
K
Kim stomps the ground, hitting opponents in front of him. It can neutralize ground projectiles.
Move list (Command normals (Extra))
Name
Command
Description
Neri Chagi
+ LK
Kim lifts his leg high and comes down with an axe kick, which hits up to two times. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super moves (Extra))
Name
Command
Description
Hou'ou Kyaku
K
Kim performs a series of rapid kicks, then kicks the opponent into the air and finishes with a backflip kick (or multiple backflip kicks at higher levels).
Hou'ou Hiten Kyaku
K
Kim hits with a high roundhouse kick that knocks his opponent into the air.
Originally appeared in:
Art of Fighting
Ryo Sakazaki
Ryo is a practitioner of Kyokugen-ryuu, a style of karate created by his father.
Move list (Special moves (Normal))
Name
Command
Description
Ko'ou Ken
P
Ryo hurls a fireball from his palm. The projectile moves faster and knocks the opponent over when the move is performed with HP .
Kohou
P
Ryo jumps into the air while performing an uppercut, which knocks down his opponent on impact. He ascends higher when the move is performed with HP .
Zanransetsu
P
Ryo pummels his opponent with a blur of rapid punches, then uppercuts the opponent away.
Hien Shippu Kyaku
Hold for 2 seconds, then +K
Ryo leaps ahead with a flying kick followed by a spinning heel kick, which knocks down his opponent on impact. He leaps further when the move is performed with HK .
Move list (Command normals (Normal))
Name
Command
Description
Hyouchuu Wari
+ LP
Ryo draws his arm back, then chops his hand down to the ground. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super moves (Normal))
Name
Command
Description
Haoh Shoukou Ken
P
Ryo channels and throws a large fireball from both hands. The projectile is larger at higher levels.
Ryuuko Ranbu
P
Ryo rushes forward and unleashes a flurry of punches and kicks, then finishes with a Kohou. He rushes further at higher levels, and he performs a second Kohou in midair at levels 2 and 3.
His Normal form is based on his original appearance in Art of Fighting, while his Extra form adopts a moveset more closely inspired by his moves in The King of Fighters '97. He loses the Zanransetsu but gains the Mouko Raijin Setsu and Kyokugen Ryu Ranbu Ken abilities and the Tenchi Haoh Ken super move.
Move list (Special moves (Extra))
Name
Command
Description
Ko'ou Ken
P
Ryo hurls a fireball from his palm. The projectile moves faster when the move is performed with HP .
Kohou
P
Ryo jumps into the air while performing an uppercut, which knocks down his opponent on impact. He ascends higher when the move is performed with HP .
Mouko Raijin Setsu
P
Ryo leaps forward with a hand chop that knocks down his opponent on impact. He leaps further when the move is performed with HP .
Hien Shippu Kyaku
Hold for 2 seconds, then +K
Ryo leaps ahead with a flying kick followed by a spinning heel kick, which knocks down his opponent on impact. He leaps further when the move is performed with HK .
Kyokugen Ryu Ranbu Ken
P (close)
Ryo swings a punch with each hand, then knocks his opponent over with a rising uppercut.
Move list (Command normals (Extra))
Name
Command
Description
Hyouchuu Wari
+ LP
Ryo draws his arm back, then chops his hand down to the ground. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super moves (Extra))
Name
Command
Description
Haoh Shoukou Ken
P
Ryo channels and throws a large fireball from both hands. The projectile is larger and moves faster at higher levels.
Ryuuko Ranbu
P
Ryo rushes forward and unleashes a flurry of punches and kicks, then finishes with a Kohou. He rushes further at higher levels, and he performs a second Kohou in midair at levels 2 and 3.
Tenchi Haoh Ken
P (at max level)
Ryo performs a straight punch that sends his opponent flying away. The power gauge must be at level 3 to perform this move.
Originally appeared in:
Fatal Fury
Terry Bogard
Terry is a young American fighter who learned various fighting techniques from his father.
Move list (Special moves (Normal))
Name
Command
Description
Burn Knuckle
P
Terry leaps forward with a burning fist, which knocks down his opponent on impact. He leaps farther when the move is performed with HP .
Power Wave
P
Terry punches the ground, causing a wave of energy to roll across the floor. The projectile moves faster when the move is performed with HP .
Rising Tackle
Hold for 2 seconds, then +P
Terry spins into the air while upside down and holding an arm out, which knocks his opponent over on impact. He ascends higher and hits multiple times when the move is performed with HP .
Crack Shoot
K
Terry jumps forward while kicking in a circle. The move covers a wider arc when it is performed with HK .
Move list (Command normals (Normal))
Name
Command
Description
Rising Upper
+ HP
Terry does an uppercut.
Move list (Super moves (Normal))
Name
Command
Description
Power Geyser
P
Terry punches the ground, causing a geyser of energy to erupt from the ground in front of him. He punches the ground again to create a second geyser at level 2 and a third time for a third geyser at level 3.
Buster Wolf
K
Terry leaps forward with a burning fist. If it connects, he punches ahead, causing a large explosion around him. He rushes further at higher levels.
Both forms are nearly identical, but the Extra form removes the Rising Tackle and replaces it with the Power Dunk.
Move list (Special moves (Extra))
Name
Command
Description
Burn Knuckle
P
Terry leaps forward with a burning fist, which knocks down his opponent on impact. He leaps farther when the move is performed with HP .
Power Wave
P
Terry punches the ground, causing a wave of energy to roll across the floor. The projectile moves faster when the move is performed with HP .
Power Dunk
K
Terry rises into the air with a knee strike, then smashes downward with a burning fist at the peak of the jump that knocks his opponent to the ground. He launches higher into the air when the move performed is with HK .
Crack Shot
K
Terry jumps forward while kicking in a circle. The move covers a wider arc when it is performed with HK .
Move list (Command normals (Extra))
Name
Command
Description
Rising Upper
+ HP
Terry does an uppercut.
Move list (Super moves (Extra))
Name
Command
Description
Power Geyser
P
Terry punches the ground, causing a geyser of energy to erupt from the ground in front of him. He punches the ground again to create a second geyser at level 2 and a third time for a third geyser at level 3.
Buster Wolf
K
Terry leaps forward with a burning fist. If it connects, he punches ahead, causing a large explosion around him. He rushes further at higher levels.
Originally appeared in:
Fatal Fury 2
Mai Shiranui
Mai is a kunoichi who was trained in her family's ninjutsu arts.
Move list (Special moves (Normal))
Name
Command
Description
Ka Chou Sen
P
Mai throws her folding fan at her opponent. The projectile moves faster when the move is performed with HP .
Ryuu En Bu
P
Mai twirls around, whipping her opponent with the sash around her waist, which is set alight and knocks her opponent over on impact. The move can hit two times when it is performed with HP .
Hissatsu Shinobi Bachi
K
Mai performs a cartwheel, then drops to the ground with an elbow strike that knocks her opponent over. The move travels more distance when it is performed with HK .
Musasabi no Mai (Chijou)
Hold for 2 seconds, then +P
Mai jumps to the back edge of the screen, then dives diagonally downward with her arms spread out, knocking her opponent over on impact. The move covers more horizontal distance when it is performed with HP .
Musasabi no Mai (Kuuchuu)
P in midair
Mai dives diagonally downward with her arms spread out, knocking her opponent over on impact. The move covers more horizontal distance when it is performed with HP .
Move list (Command normals (Normal))
Name
Command
Description
Sankaku Tobi
when jumping onto the edge of the screen
Mai can jump off the edges of the screen.
Fan Strike
+ HP
Mai stabs her folded fan upward into the air.
Move list (Super moves (Normal))
Name
Command
Description
Chou Hissatu Shinobibachi
K
Mai does a cartwheel kick, then flies through the air with an elbow strike while flames radiate from her body.
Beni Suzaku
P in midair
Mai dives diagonally downward while her body is engulfed in flames.
Her Extra form switches the Hissatsu Shinobi Bachi special move for the Kagero no Mai (first seen in Real Bout Fatal Fury) and the Beni Suzaku super move for the Mizutori no Mai (from The King of Fighters '97).
Move list (Special moves (Extra))
Name
Command
Description
Ka Chou Sen
P
Mai throws her folding fan at her opponent. The projectile moves faster when the move is performed with HP .
Ryuu En Bu
P
Mai twirls around, whipping her opponent with the sash around her waist, which is set alight and knocks her opponent over on impact. The move can hit two times when it is performed with HP .
Musasabi no Mai (Chijou)
Hold for 2 seconds, then +P
Mai jumps to the back edge of the screen, then dives diagonally downward with her arms spread out, knocking her opponent over on impact. The move covers more horizontal distance when it is performed with HP .
Musasabi no Mai (Kuuchuu)
P in midair
Mai dives diagonally downward with her arms spread out, knocking her opponent over on impact. The move covers more horizontal distance when it is performed with HP .
Kagero no Mai
Hold for 2 seconds, then +K
Mai clasps her hands, then she is enveloped in a tall cone of flame.
Move list (Command normals (Extra))
Name
Command
Description
Sankaku Tobi
when jumping onto the edge of the screen
Mai can jump off the edges of the screen.
Fan Strike
+ HP
Mai stabs her folded fan upward into the air.
Move list (Super moves (Extra))
Name
Command
Description
Chou Hissatu Shinobibachi
K
Mai does a cartwheel kick, then flies through the air with an elbow strike while flames radiate from her body.
Mizutori no Mai
P
Mai throws three folding fans at her opponent. The fans are flaming at levels 2 and 3.
Originally appeared in:
The King of Fighters '95
Iori Yagami
Iori is the heir to the Yagami clan, which sealed away the snake demon Orochi along with the Kusanagi and Yata clans. He can create fire, which is purple because of the blood pact his clan made with Orochi hundreds of years ago. He has an intense dislike of Kyo because of the longstanding feud between their clans.
Move list (Special moves (Normal))
Name
Command
Description
108 Shiki Yami Barai
P
Iori throws fiery purple sparks across the ground. The projectile moves faster when the move is performed with HP .
127 Shiki Aoi Hana
P (up to 3 times)
Iori advances with an uppercut. The motion can be repeated up to three times, in which case he follows up with an additional uppercut that knocks his opponent into the air, then jumps and comes down with a double axe-handle punch on the falling opponent. He advances slightly further when a stronger button is used.
100 Shiki Oniyaki
P
Iori twirls into the air while surrounded in a streak of purple fire, which knocks down his opponent on impact. He ascends higher when the move is performed with HP .
212 Shiki Kototsuki In
K
Iori runs forward and tries to grab his opponent by the head. If he succeeds, he takes the opponent down, then causes an explosion of purple fire. He runs further when the move is performed with HK .
Kuzukaze
P (close)
Iori grabs and shoves his opponent away.
Move list (Command normals (Normal))
Name
Command
Description
Ge Shiki Gou Fu In Shinigami
+ LK
Iori pulls his leg up high, then does axe kick that can hit twice. The second hit is an overhead strike that can hit characters who are crouch blocking.
Ge Shiki Yuri Ori
+ LK in midair
Iori kicks behind him.
Move list (Super moves (Normal))
Name
Command
Description
Kin 1211 Shiki Ya Otome
P
Iori dashes forward and performs a series of hand strikes, ending by grabbing the opponent and creating an explosion of purple fire. He dashes further at higher levels.
Ura 108 Shiki Ya Sakazuki
P
Iori throws fiery purple sparks that slide along the ground, then explode in a pillar of purple fire. If it hits, the opponent is trapped in a stasis effect until knocked out of it. The projectile explodes into four successive pillars at level 2 and eight successive pillars at level 3.
Originally appeared in:
The King of Fighters '94
Kyo Kusanagi
Kyo is the heir to the Kusanagi clan, which sealed away the snake demon Orochi along with the Yagami and Yata clans. He is one of the last members of his clan who can still create fire.
Move list (Special moves (Normal))
Name
Command
Description
114 Shiki: Aragami
LP
Kyo lunges forward with an explosive hook punch using his following arm. While the move is being performed, it can be followed up by a fiery uppercut (128 Shiki: Kono Kizu) with P or an elbow smash (127 Shiki: Yano Sabi) with P. The follow-up move can be followed up with an elbow smash (127 Shiki: Yano Sabi, after 128 Shiki: Kono Kizu) or a downward punch (Ge Shiki: Migiri Ugachi, after 127 Shiki: Yano Sabi) with P or a side kick (125 Shiki: Nanase) with K.
100 Shiki Oni Yaki
P
Kyo twirls into the air while surrounded in a streak of red fire, which knocks down his opponent on impact. He ascends higher when the move is performed with HP .
202 Shiki Koto Tsuki You
K
Kyo runs into his opponent with an elbow strike, then lifts the opponent into the air with his hand and causes an explosion of red fire. He runs further when the move is performed with HK .
R.E.D. Kick
K
Kyo rolls through the air with a kick that knocks his opponent to the ground on impact. The move covers more horizontal distance when it is performed with HK .
Move list (Command normals (Normal))
Name
Command
Description
Ge Shiki Naraku Otoshi
+ HP in midair
Kyo clasps his hands together and swings them down like a hammer, which knocks down opponents on impact.
Ge Shiki Gou Fu You
+ LK
Kyo pulls his leg up high, then does axe kick that can hit twice. The second hit is an overhead strike that can hit characters who are crouch blocking.
88 Shiki
+ HK
Kyo kicks twice while crouched.
Move list (Super moves (Normal))
Name
Command
Description
Ura 108 Shiki Orochi Nagi
P
Kyo holds a hand into the air and foments a flame while P is held. When the button is released, he swipes his hand down, igniting the air around him, and slides forward while surrounded in flames.
Saishuu Kessen Ougi "Mu Shiki"
P
Kyo ignites his hand and throws a burst of fire onto the ground. He steps through the fire, setting himself ablaze, and performs several rapid punches. He finishes by twirling into the air while surrounded in a streak of red fire at level 3.
Kyo throws fiery red sparks across the ground. The projectile moves faster when the move is performed with HP .
100 Shiki Oni Yaki
P
Kyo twirls into the air while surrounded in a streak of red fire, which knocks down his opponent on impact. He ascends higher when the move is performed with HP .
101 Shiki Oboro Guruma
K
Kyo flies through the air with a spinning back kick, which knocks down his opponent on impact. He kicks once when the move is performed with LK and three times when the move is performed with HK .
75 Shiki Kai
K
Kyo hops forward with a front kick that knocks his opponent over. He hops further when the move is performed with HK . The move can be followed up with an additional kick by pressing K again after kicking the opponent into the air.
202 Shiki Koto Tsuki You
K
Kyo runs into his opponent with an elbow strike, then lifts the opponent into the air with his hand and causes an explosion of red fire. He runs further when the move is performed with HK .
Move list (Command normals (Extra))
Name
Command
Description
Ge Shiki Naraku Otoshi
+ HP in midair
Kyo clasps his hands together and swings them down like a hammer, which knocks down opponents on impact.
Ge Shiki Gou Fu You
+ LK
Kyo pulls his leg up high, then does axe kick that can hit twice. The second hit is an overhead strike that can hit characters who are crouch blocking.
88 Shiki
+ HK
Kyo kicks twice while crouched.
Move list (Super moves (Extra))
Name
Command
Description
Ura 108 Shiki Orochi Nagi
P
Kyo holds a hand into the air and foments a flame while P is held. When the button is released, he swipes his hand down, igniting the air around him, and slides forward while surrounded in flames.
Originally appeared in:
Darkstalkers
Morrigan Aensland
Morrigan is a succubus who is obsessed with the human world. She is a secret character who can be unlocked in the Dreamcast version by first purchasing "The Challenger from the Dark Realm" from the Secret Shop (which becomes available after beating the game with every Capcom chracter). Morrigan then appears as a secret challenger in the Arcade Mode if the player earns at least 60 Groove Points before the fourth opponent when playing on the Capcom groove. If she is defeated and the player has purchased all of the Capcom Extra characters, she becomes available for purchase in the Secret Shop.
Move list (Special moves (Normal))
Name
Command
Description
Soul Fist
P
Morrigan shoots a flying bat projectile across the screen. If performed in midair, she shoots the projectile diagonally downward. The projectile moves faster when the move is performed with HP .
Shadow Blade
P
Morrigan rises into the air while uppercutting her opponent by using one of her wings as a blade, knocking down her opponent on impact. She ascends higher when the move is performed with HP .
Vector Drain
P (close)
Morrigan transforms her wings into a jetpack and flies into the air with her opponent before driving them into the ground.
Move list (Command normals (Normal))
Name
Command
Description
Shell Kick
+ LK while jumping diagonally
Morrigan falls prone while her wings wrap around her legs in a pointed cone.
Spear Thrust
+ HP
Morrigan transforms her wings into many spears and thrusts them forward.
Rising Kick
+ HK
Morrigan kicks high into the air.
Mysterious Arc
+ HP
Morrigan spins and whips her wings around while crouched.
Sweep Kick
+ HK
Morrigan hovers prone while spinning her legs around in a circle.
Move list (Super moves (Normal))
Name
Command
Description
Cardinal Blade
P
Morrigan rises into the air while uppercutting her opponent by using one of her wings as a blade, which can hit her opponent multiple times.
Valkyrie Turn
K
Morrigan flies off the screen, then flies back in. If the player presses K, she attacks with her Shell Kick move. This move can be performed in midair.
Darkness Illusion
LP LP LK HP (half screen away or closer, at max level)
Morrigan transforms her wings into a jetpack and flies toward her opponent, then performs a series of attacks with a duplicate of herself. This move can be performed in midair. The power gauge must be at level 3 to perform this move.
Originally appeared in:
Samurai Shodown
Nakoruru
Nakoruru is a young girl who is a guardian of nature. She fights with her hawk Mamahaha. She is a secret character who can be unlocked in the Dreamcast version by first purchasing "The Messenger of Nature" from the Secret Shop (which becomes available after beating the game with every SNK chracter). Nakoruru then appears as a secret challenger in the Arcade Mode if the player earns at least 60 Groove Points before the fourth opponent when playing on the SNK groove. If she is defeated and the player has purchased all of the SNK Extra characters, she becomes available for purchase in the Secret Shop.
Move list (Special moves (Normal))
Name
Command
Description
Annu Mutsube
P
Nakoruru flies along the ground while holding her kodachi in front of her, which knocks over and slides to the other side of her opponent. She flies further when the move is performed with HP . This attack must be blocked crouching. It can pass under many projectiles.
Lela Mutsube
P
Nakoruru flies diagonally upwards while holding her kodachi in front of her, which knocks her opponent over on impact. She flies further forward when the move is performed with HP .
Amube Yatoro
P
Nakoruru calls her hawk Mamahaha to strike her opponent from above with a dive attack, which knocks her opponent over on impact. Mamahaha dives downward at a wider angle when the move is performed with HP .
Shichikapu Etu Brute
K
Nakoruru calls her hawk Mamahaha to strike her opponent from above with a pecking attack. Mamahaha pecks twice when the move is performed with HK .
Mamahaha ni Tsukamaru
K
Nakoruru leaps into the air to be carried by her hawk Mamahaha for a limited duration. While in flight, Nakoruru can move in any direction using the D-Pad, attack with P or LK , or fall to the ground with HK .
Kamui Mutsube
P while carried by Mamahaha
Nakoruru dives diagonally downwards while holding her kodachi out, which knocks her opponent over on impact. Nakoruru dives downward at a wider angle when the move is performed with HP .
Shichikapu Ai
P while carried by Mamahaha
Mamahaha charges downward and stabs the opponent with her beak while engulfed in flames, which knocks the opponent over on impact. Mamahaha dives downward at a wider angle when the move is performed with HP .
Move list (Command normals (Normal))
Name
Command
Description
Sankaku Tobi
when jumping onto the edge of the screen
Nakoruru can jump off the edges of the screen.
Rolling Slash
+ HP
Nakoruru rolls along the ground in a ball while slashing her kodachi around her.
Move list (Super moves (Normal))
Name
Command
Description
Shichikapu Kamui Irushika
P
Nakoruru calls Mamahaha to charge across the screen.
Shirikoro Kamui Nomi
K (at max level)
Nakoruru is surrounded by a pillar of light and restores lost vitality. The move can be canceled by pressing LP + HP or LK + HK , and it can also be interrupted by the opponent by attacking Nakoruru. The power gauge must be at level 3 to perform this move.
Ratio 3
Originally appeared in:
Street Fighter II
M. Bison (Vega)
M. Bison is the shadowy leader of the international crime syndicate Shadaloo. He is motivated solely by his lust for world domination and fights using a dark psychotic energy known as "Psycho Power." He is the final boss of the game in the SNK groove.
Move list (Special moves (Normal))
Name
Command
Description
Psycho Vanish
P
M. Bison swings a hand down while it is infused with psycho power. This move can neutralize projectiles.
Psycho Impact
Hold for 2 seconds, then +P
M. Bison rushes forward, then knocks his opponent down with a punch infused with psycho power. He rushes further and precedes the knockdown with an additional hand swipe when the move is performed with HP .
Double Knee Press
Hold for 2 seconds, then +K
M. Bison leaps forward while kicking down with each leg, which knocks down his opponent on impact. The move covers more horizontal distance when it is performed with HK .
Head Press
Hold for 2 seconds, then +K
M. Bison flies into the air and stomps his opponent's head. After bouncing off his opponent's head, he can dive down again with a fist infused with psycho power (Somersault Skull Diver) by pressing P, which can be aimed with and .
Skull Diver
Hold for 2 seconds, then +P
M. Bison flies into the air toward his opponent. This move can be followed by P to dive his opponent with a fist infused with psycho power, which can be aimed with and .
Move list (Super moves (Normal))
Name
Command
Description
Knee Press Nightmare
Hold for 2 seconds, then +K
M. Bison does two consecutive Double Knee Press maneuvers. He finishes with a sliding sweep at level 2 and a backflip kick and a dropkick at level 3.
Heartbreak Despair
Hold for 2 seconds, then +P
M. Bison spirals toward his opponent while infused with psycho energy, then throws the opponent after hitting. The move travels further at higher levels.
His Extra form is based on his appearance in Super Street Fighter II Turbo. He loses the Psycho Vanish and Psycho Impact abilities but regains the Psycho Crusher.
Move list (Special moves (Extra))
Name
Command
Description
Psycho Crusher
Hold for 2 seconds, then +P
M. Bison spirals toward his opponent while infused with psycho energy, which knocks down his opponent on impact. He travels further when the move is performed with HP .
Double Knee Press
Hold for 2 seconds, then +K
M. Bison leaps forward while kicking down with each leg, which knocks down his opponent on impact. The move covers more horizontal distance when it is performed with HK .
Head Press
Hold for 2 seconds, then +K
M. Bison flies into the air and stomps his opponent's head. After bouncing off his opponent's head, he can dive down again with a fist infused with psycho power (Somersault Skull Diver) by pressing P, which can be aimed with and .
Devil Reverse
Hold for 2 seconds, then +P
M. Bison flies into the air toward his opponent. This move can be followed by P to dive his opponent with a fist infused with psycho power, which can be aimed with and .
Move list (Super moves (Extra))
Name
Command
Description
Knee Press Nightmare
Hold for 2 seconds, then +K
M. Bison does two consecutive Double Knee Press maneuvers. He finishes with a sliding sweep at level 2 and a backflip kick and a dropkick at level 3.
Originally appeared in:
Street Fighter
Sagat
Sagat is a Muay Thai master from Thailand who bears a long scar on his chest from a fated fight with Ryu.
Move list (Special moves (Normal))
Name
Command
Description
Tiger Shot
P or K
Sagat punches into the air, shooting a crescent-shaped projectile across the screen. If performed with P, he shoots a high shot while standing; if performed with K, he shoots a low shot while kneeling. The projectile moves faster when the move is performed with HP .
Tiger Uppercut
P
Sagat rises off the ground while punching upwards, knocking down his opponent on impact. The move ascends higher and hits more times when it is performed with HP .
Tiger Crush
K
Sagat jumps forward, ramming his opponent with his knee, hitting up to two times and knocking his opponent over.
Move list (Super moves (Normal))
Name
Command
Description
Tiger Genocide
K
Sagat leaps ahead with a Tiger Crush and follows it up with a Tiger Uppercut. He does an additional Tiger Uppercut at level 3.
Tiger Raid
K
Sagat performs a barrage of kicks, finishing with a flying side kick.
His Extra form changes the button combination for the Tiger Crush back to its original motion in Street Fighter II and replaces the super moves with the Tiger Cannon from Street Fighter Alpha (which can now be shot high or low).
Move list (Special moves (Extra))
Name
Command
Description
Tiger Shot
P or K
Sagat punches into the air, shooting a crescent-shaped projectile across the screen. If performed with P, he shoots a high shot while standing; if performed with K, he shoots a low shot while kneeling. The projectile moves faster when the move is performed with HP .
Tiger Uppercut
P
Sagat jumps into the air with a flying uppercut, hitting up to two times and knocking his opponent over. He ascends higher when the move is performed with HP .
Tiger Crush
K
Sagat jumps forward, ramming his opponent with his knee, hitting up to two times and knocking his opponent over.
Move list (Super moves (Extra))
Name
Command
Description
Tiger Cannon
P or K
Sagat fires a large Tiger Shot that can hit multiple times. If performed with P, he shoots a high shot while standing; if performed with K, he shoots a low shot while kneeling.
Originally appeared in:
Street Fighter II
Vega (Balrog)
Vega is a narcissistic Spanish bullfighter who works for M. Bison and fights with a clawed hand.
Move list (Special moves (Normal))
Name
Command
Description
Rolling Crystal Flash
Hold for 2 seconds, then +P
Vega rolls along the ground, ending with a claw thrust. He rolls further when the move is performed with HP .
Sky High Claw
Hold for 2 seconds, then +P
Vega jumps to the edge of the screen and then thrusts himself forward while stabbing with his claw. He thrusts straight ahead when the move is performed with LP and at a slight angle downward when the move is performed with HP .
Flying Barcelona Attack
Hold for 2 seconds, then +K, then P
Vega jumps to the edge of the screen. If the player presses P while he is airborne, Vega dives onto his opponent with his arms spread, which knocks his opponent down on impact.
Izuna Drop
Hold for 2 seconds, then +K, then +P or +P
Vega jumps to the edge of the screen, then drops on his opponent and quickly does an air suplex if the player presses +P or +P when near the opponent.
Backslash
LP + HP or LK + HK
Vega performs a backflip. He does a full backflip with LP + HP and half a backflip with LK + HK . He is invulnerable while performing this move.
Scarlet Terror
Hold for 2 seconds, then +K
Vega does a backflip kick into the air, which knocks his opponent over on impact.
Move list (Command normals (Normal))
Name
Command
Description
Sankaku Tobi
when jumping onto the edge of the screen
Vega can jump off the edges of the screen.
Cosmic Smart
+ HK
Vega does a leaping turnaround kick.
Move list (Super moves (Normal))
Name
Command
Description
Flying Barcelona Special
Hold for 2 seconds, then +K, then P
Vega jumps to the edge of the screen and somersaults back to the ground, which can be followed by a claw dive that hits multiple times with P.
Rolling Izuna Drop
Hold for 2 seconds, then +K, then +P or +P
Vega jumps to the edge of the screen and somersaults back to the ground, then grabs his opponent and slams them in a series of rolling suplexes.
Scarlet Mirage
Hold for 2 seconds, then +K
Vega advances on his opponent with a series of backflips.
Red Impact
Hold for 2 seconds, then +P (close, at max level)
Vega stabs his opponent with his claw, throws them into the air, and impales them with his claw as they land. The power gauge must be at level 3 to perform this move.
Vega rolls along the ground, ending with a claw thrust. He rolls further when the move is performed with HP .
Sky High Claw
Hold for 2 seconds, then +P
Vega jumps to the edge of the screen and then thrusts himself forward while stabbing with his claw. He thrusts straight ahead when the move is performed with LP and at a slight angle downward when the move is performed with HP .
Flying Barcelona Attack
Hold for 2 seconds, then +K, then P
Vega jumps to the edge of the screen. If the player presses P while he is airborne, Vega dives onto his opponent with his arms spread, which knocks his opponent down on impact.
Izuna Drop
Hold for 2 seconds, then +K, then +P or +P
Vega jumps to the edge of the screen, then drops on his opponent and quickly does an air suplex.
Backslash
LP + HP or LK + HK
Vega performs a backflip. He does a full backflip with LP + HP and half a backflip with LK + HK . He is invulnerable while performing this move.
Move list (Command normals (Extra))
Name
Command
Description
Sankaku Tobi
when jumping onto the edge of the screen
Vega can jump off the edges of the screen.
Move list (Super moves (Extra))
Name
Command
Description
Rolling Izuna Drop
Hold for 2 seconds, then +K, then +P or +P
Vega jumps to the edge of the screen and somersaults back to the ground, then grabs his opponent and slams them in a series of rolling suplexes.
Originally appeared in:
Fatal Fury 3
Ryuji Yamazaki
Yamazaki is a deadly and insane Japanese mobster who fights with one hand in his pocket.
Move list (Special moves (Normal))
Name
Command
Description
Sabaki no Aikuchi
P
Yamazaki slides forward and slashes the knife that he conceals in his pocketed hand. He does an additional stab when the move is performed with HP .
Hebi Tsukai Gedan
LP
Yamazaki charges his arm. When LP is released, he performs a fast punch diagonally upwards. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing HK .
Hebi Tsukai Uwadan
HP
Yamazaki charges his arm. When HP is released, he performs a fast punch straight ahead. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing HK .
Hebi Tsukai Chuudan
LK
Yamazaki charges his arm. When LK is released, he performs a fast punch diagonally downwards. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing HK .
Bai Gaeshi
P
Yamazaki swings his arm up, which can damage a nearby opponent or absorb a projectile. After a projectile has been absorbed, he immediately throws a fireball back toward the caster.
Yakiire
K
Yamazaki does an axe kick that flattens his opponent. This is an overhead strike that can hit characters who are crouch blocking.
Sadomazo
K
Yamazaki taunts his opponent. If his opponent attacks him while he is doing this, he counters with a charging punch.
Move list (Command normals (Normal))
Name
Command
Description
Bussashi
+ LP
Yamazaki punches downward. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super moves (Normal))
Name
Command
Description
Guillotine
P
Yamazaki leaps forward, coming down with a flaming fist. If it connects, he drags his opponent along the ground with it before throwing them into the air. He stomps the opponent repeatedly before kicking them at level 3.
Drill
D-Pad in a 360° rotation, then PPPPP (close)
Yamazaki knocks his opponent into the air, then pummels them with multiple strikes upon landing.
His Normal form resembles his appearance in the Fatal Fury series, and his Extra form is closer to his appearances in the King of Fighters games. He has the Suna Kake and Badukan Pachiki abilities instead of Yakiire, and his super moves use different motions.
Move list (Special moves (Extra))
Name
Command
Description
Sabaki no Aikuchi
P
Yamazaki slides forward and slashes his knife with his pocketed hand. He does an additional stab when the move is performed with HP .
Hebi Tsukai Gedan
LP
Yamazaki charges his arm. When LP is released, he performs a fast punch diagonally upwards. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing HK .
Hebi Tsukai Uwadan
HP
Yamazaki charges his arm. When HP is released, he performs a fast punch straight ahead. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing HK .
Hebi Tsukai Chuudan
LK
Yamazaki charges his arm. When LK is released, he performs a fast punch diagonally downwards. The longer the button is held, the more damage the punch does if it connects. The move can be canceled by pressing HK .
Bai Gaeshi
P
Yamazaki swings his arm up, which can damage a nearby opponent or absorb a projectile. After a projectile has been absorbed, he immediately throws a fireball back toward the caster.
Suna Kake
K
Yamazaki kicks up dust from the ground.
Sadomazo
K
Yamazaki taunts his opponent. If his opponent attacks him while he is doing this, he counters with a charging punch.
Badukan Pachiki
P (close)
Yamazaki grabs and hits his opponent with an explosive headbutt.
Move list (Command normals (Extra))
Name
Command
Description
Bussashi
+ LP
Yamazaki punches downward. This is an overhead strike that can hit characters who are crouch blocking.
Move list (Super moves (Extra))
Name
Command
Description
Guillotine
P
Yamazaki leaps forward, coming down with a flaming fist. If it connects, he drags his opponent along the ground with it before throwing them into the air. He stomps the opponent repeatedly before kicking them at level 3.
Drill
PPPPP (close)
Yamazaki knocks his opponent into the air, then pummels them with multiple strikes upon landing.
Originally appeared in:
The King of Fighters '94
Rugal Bernstein
Rugal is a cruel and sophisticated crime lord who turns the fighters he defeats into living trophies.
Move list (Special moves (Normal))
Name
Command
Description
Reppu Ken
P
Rugal sends a violent shockwave across the ground. The projectile moves faster when the move is performed with HP .
Kaiser Wave
P
Rugal holds his hands back, then throws a tall fireball across the screen that knocks his opponent over on impact. He can charge the move and increase its damage by holding P for longer before releasing it. The projectile moves faster when the move is performed with HP .
Genocide Cutter
K
Rugal jumps in the air with a crescent kick, which knocks his opponent over on impact. He jumps higher when the move is performed with HK .
Dark Barrier
K
Rugal holds his hand out and generates a shield of dark energy. It knocks back opponents that touch it and also reflects projectiles.
God Press
P
Rugal charges across the screen, grabbing and slamming the opponent against the wall. He runs farther when the move is performed with HP .
Move list (Super moves (Normal))
Name
Command
Description
Gigantic Pressure
P
Rugal charges across the screen, tackling the opponent into the wall, which causes a pillar of dark energy to explode. He finishes by tackling the opponent into the opposite wall, causing another pillar of dark energy to explode, at level 3.
Total Annihilation
K
Rugal kicks multiple times quickly, then finishes with a Genocide Cutter. He finishes with a second Genocide Cutter in midair at level 3.
His Normal form resembles his appearance in The King of Fighters '98, and his Extra form is based on his Omega Rugal form in the same game.
Move list (Special moves (Extra))
Name
Command
Description
Dark Smash
P
Rugal surrounds himself in an electric sphere, then thrusts it in front of him, knocking his opponent over on impact. He slides forward a short distance when the move is performed with HP . Rugal falls diagonally downwards with the energy burst when the move is performed in midair.
Genocide Cutter
K
Rugal jumps in the air with a crescent kick, which knocks his opponent over on impact. He jumps higher when the move is performed with HK .
Dark Barrier
K
Rugal holds his hand out and generates a shield of dark energy. It knocks back opponents that touch it and also reflects projectiles.
Rugal Execution
P
Rugal dashes quickly ahead, then grabs his opponent and lifts them in the air with a glowing hand that explodes.
Move list (Super moves (Extra))
Name
Command
Description
Gigantic Pressure
P
Rugal charges across the screen, tackling the opponent into the wall, which causes a pillar of dark energy to explode. He finishes by tackling the opponent into the opposite wall, causing another pillar of dark energy to explode, at level 3.
Total Annihilation
K
Rugal kicks multiple times quickly, then finishes with a Genocide Cutter. He finishes with a second Genocide Cutter in midair at level 3.
Originally appeared in:
Fatal Fury
Geese Howard
Geese is the mafia kingpin of South Town and the nemesis of the Terry Bogard. He is an American who has studied and mastered Japanese fighting techniques. He is the final boss of the game in the Capcom groove.
Move list (Special moves (Normal))
Name
Command
Description
Reppuu Ken
LP
Geese sends a violent shockwave across the ground.
Double Reppuu Ken
HP
Geese sends two violent shockwaves across the ground.
Shippuu Ken
P in midair
Geese throws a fireball a short distance diagonally downward. The projectile moves faster when the move is performed with HP .
Atemi Nage Joudan
LP
Geese catches a high or jumping attack from his opponent and counters with a throw.
Atemi Nage Chuudan
HP
Geese catches a mid attack from his opponent and counters with a throw.
Atemi Nage Gedan
LK
Geese catches a low or sweep attack from his opponent and counters with a throw.
Move list (Command normals (Normal))
Name
Command
Description
Forehead Blow
+ HP
Geese steps forward with one leg and strikes with a hooked arm, which knocks his opponent over on impact.
Move list (Super moves (Normal))
Name
Command
Description
Raging Storm
P
Geese ducks and calls energy spikes around him.
Deadly Rave
+ LK , LP LP LK LK HP HP HK HK , HP
Geese performs a series of attacks, ending by throwing a fireball from his hands.
His Normal form is based on his Fatal Fury appearances, with conventional projectiles, while his Extra form is based on his appearance in The King of Fighters '96, with the Reppu Ken changed to a hand swipe.
Move list (Special moves (Extra))
Name
Command
Description
Reppuu Ken
LP
Geese swipes his hand upward, creating an arc of ki energy in front of him.
Double Reppuu Ken
HP
Geese steps forward with two alternating hand swipes, each creating an arc of ki energy in front of him. The second swipe knocks down the opponent on impact.
Atemi Nage Joudan
LP
Geese catches a high or jumping attack from his opponent and counters with a throw.
Atemi Nage Chuudan
HP
Geese catches a mid attack from his opponent and counters with a throw.
Jaei Ken
K
Geese dashes forward while generating a fireball in his hands. He hits the opponent with an elbow ram and a palm strike, then unleashes the fireball, which knocks down the opponent on impact.
Move list (Command normals (Extra))
Name
Command
Description
Forehead Blow
+ HP
Geese steps forward with one leg and strikes with a hooked arm, which knocks his opponent over on impact.
Move list (Super moves (Extra))
Name
Command
Description
Raging Storm
P
Geese ducks and calls energy spikes around him.
Deadly Rave
+ LK , LP LP LK LK HP HP HK HK , HP
Geese performs a series of attacks, ending by throwing a fireball from his hands.
Ratio 4
Originally appeared in:
Street Fighter Alpha 2
Evil Ryu
Evil Ryu is a hypothetical version of Ryu that fights with the dark Satsui no Hadou rather than the light Kyoi no Hadou. He is a secret character who can be unlocked in the Dreamcast version by completing the Arcade Mode with Ryu using the Capcom groove, then purchasing him from the Secret Shop.
Move list (Special moves (Normal))
Name
Command
Description
Hadouken
P
Ryu channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when the move is performed with HP .
Shakunetsu Hadouken
P
Ryu shoots a flaming variant of the Hadouken, which can knock over opponents in close range. The projectile moves faster when the move is performed with HP .
Shouryuuken
P
Ryu jumps into the air with a flying uppercut, hitting multiple times and knocking down his opponent. He ascends higher when the move is performed with HP .
Tatsumaki Senpuukyaku
K
Ryu spins on an axis while gliding forward through the air and kicking, knocking down his opponent on impact. If performed in midair, he moves horizontally. The move covers more horizontal distance and juggles the opponent for multiple hits when it is performed with HK .
Ashura Senkuu Forward
LP + HP or LK + HK
Ryu glides forward. He is invulnerable in this state. He moves across the entire screen with LP + HP or half the screen with LK + HK .
Ashura Senkuu Backward
LP + HP or LK + HK
Ryu glides backward. He is invulnerable in this state. He moves across the entire screen with LP + HP or half the screen with LK + HK .
Move list (Command normals (Normal))
Name
Command
Description
Tenma Kuujin Kyaku
+ HK before the apex of the jump while flipping forward in the air
Ryu dive kicks diagonally downward.
Sakotsu Wari
+ LP
Ryu pulls his fist back and strikes forward and down, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.
Senpuu Kyaku
+ LK
Ryu leaps forward, doing a single spinning kick similar to a Tatsumaki Senpuukyaku.
Stretch Kick
+ HK
Ryu does a long-reaching crouching kick.
Move list (Super moves (Normal))
Name
Command
Description
Shinkuu Hadouken
P
Ryu fires a version of the Hadouken that can hit his opponent multiple times.
Messatsu Gou Shouryuu
P
Ryu performs a series of low Gou Shouryuukens while moving across the screen, culminating in a high Gou Shouryuuken.
Shun Goku Satsu
LP LP LK HP (at max level)
Ryu glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The power gauge must be at level 3 to perform this move. This move is treated as a grab and cannot be blocked.
Originally appeared in:
Super Street Fighter II Turbo
Akuma (Gouki)
Akuma is a savage and merciless fighter who has mastered the Satsui no Hadou. He is a secret character who can be unlocked in the Dreamcast version by first purchasing "The Strongest Challenger" from the Secret Shop (which becomes available after completing the game once). Akuma then appears as a secret challenger in the Arcade Mode if the player earns at least 80 Groove Points before the final opponent. If he is defeated and the player has purchased Morrigan and Nakoruru, he becomes available for purchase in the Secret Shop.
Move list (Special moves (Normal))
Name
Command
Description
Gou Hadouken
P
Akuma channels his ki into his hands, then thrusts it from his palms in the form of a fireball. The projectile moves faster when the move is performed with HP .
Zankuu Hadouken
P in midair
Akuma shoots a single-handed Hadouken at a diagonal angle downward in midair. The projectile moves faster when the move is performed with HP .
Shakunetsu Hadouken
P
Akuma shoots a flaming variant of the Hadouken, which knocks down opponents on impact. The projectile moves faster and hits multiple times when the move is performed with HP .
Gou Shouryuuken
P
Akuma jumps into the air with a flying uppercut, hitting multiple times and knocking down his opponent. He ascends higher when the move is performed with HP .
Tatsumaki Zankuukyaku
K
Akuma spins on an axis while gliding forward through the air and kicking, knocking down his opponent on impact. If performed in midair, he follows the trajectory of the jump. The move covers more horizontal distance and juggles the opponent for multiple hits when it is performed with HK .
Ashura Senkuu Forward
LP + HP or LK + HK
Akuma glides forward. He is invulnerable in this state. He moves across the entire screen with LP + HP or half the screen with LK + HK .
Ashura Senkuu Backward
LP + HP or LK + HK
Akuma glides backward. He is invulnerable in this state. He moves across the entire screen with LP + HP or half the screen with LK + HK .
Move list (Command normals (Normal))
Name
Command
Description
Tenma Kuujin Kyaku
+ HK before the apex of the jump while flipping forward in the air
Akuma dive kicks diagonally downward.
Zugai Hasatsu
+ LP
Akuma performs an open-handed chop, potentially hitting twice. This is an overhead strike that can hit characters who are crouch blocking.
Stretch Kick
+ HK
Akuma does a long-reaching crouching kick.
Move list (Super moves (Normal))
Name
Command
Description
Messatsu Gou Hadou
P
Akuma fires a version of the Gou Hadouken that can hit his opponent multiple times.
Messatsu Gou Shouryuu
P
Akuma performs a series of low Gou Shouryuukens while moving across the screen, culminating in a high Gou Shouryuuken.
Tenma Gou Zankuu
P in midair
Akuma fires a larger, more powerful Zankuu Hadouken at his opponent.
Shun Goku Satsu
LP LP LK HP (at max level)
Akuma glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The power gauge must be at level 3 to perform this move. This move is treated as a grab and cannot be blocked.
Originally appeared in:
The King of Fighters '97
Orochi Iori
Orochi Iori is a version of Iori when he is under the effects of the Riot of the Blood, due to the blood pact his clan made with Orochi hundreds of years ago that gave them greater powers but cursed the clan and their descendants forever. He is a secret character who can be unlocked in the Dreamcast version by completing the Arcade Mode with Iori using the SNK groove, then purchasing him from the Secret Shop.
Move list (Special moves (Normal))
Name
Command
Description
108 Shiki Yami Barai
P
Iori throws fiery purple sparks across the ground. The projectile moves faster when the move is performed with HP .
127 Shiki Aoi Hana
P (up to 3 times)
Iori advances with an uppercut. The motion can be repeated up to three times, in which case he follows up with an additional uppercut that knocks his opponent into the air, then jumps and comes down with a double axe-handle punch on the falling opponent. He advances slightly further when a stronger button is used.
100 Shiki Oniyaki
P
Iori twirls into the air while surrounded in a streak of purple fire, which knocks down his opponent on impact. He ascends higher when the move is performed with HP .
212 Shiki Kototsuki In
K
Iori runs forward and tries to grab his opponent by the head. If he succeeds, he takes the opponent down, then causes an explosion of purple fire. He runs further when the move is performed with HK .
Move list (Command normals (Normal))
Name
Command
Description
Ge Shiki Gou Fu In Shinigami
+ LK
Iori pulls his leg up high, then does axe kick that can hit twice. The second hit is an overhead strike that can hit characters who are crouch blocking.
Ge Shiki Yuri Ori
+ LK in midair
Iori kicks behind him.
Move list (Super moves (Normal))
Name
Command
Description
Kin 1211 Shiki Ya Otome
P
Iori dashes forward and performs a series of hand strikes, ending by grabbing the opponent and creating an explosion of purple fire. He dashes further at higher levels. He grabs and takes down the opponent at levels 2 and 3.
Ura 100 Shiki Oni Honou
P
Iori twirls multiple times with his arms extended, then finishes by twirling into the air while surrounded in a streak of purple fire.
Stages
Stages are chosen randomly for most matches in the Arcade Mode. Balrog and M. Bison are always fought in the Psycho Drive stage, and Geese Howard is always faced in Geese Tower. The hidden characters Morrigan, Nakoruru, and Akuma also have their own stages when encountered.
The stage can be chosen manually in the Vs Mode and Training Mode. The stages for the bosses and hidden characters must be purchased in the Secret Shop first before they can be selected, and they only become available for purchase after defeating their respective characters in the Arcade Mode.
The Pao Pao Cafe was originally Richard Myer's stage in Fatal Fury and reappeared in The King of Fighters '94. Its sister location, the Pao Pao Cafe 2, appeared in Fatal Fury 3.
Sakazaki Dojo, Japan
This is the dojo for the Sakazaki family of the Art of Fighting series (which includes Ryo and Yuri, who appear in this game).
Neo Geo Land, Japan
This stage takes place at one of SNK's Neo Geo Land gaming centers in Japan. This is considered the stage of SNK.
Osaka, Japan
Capcom and SNK are both headquartered in Osaka Prefecture in Japan.
Psycho Drive, Shadaloo
This is M. Bison's stage when he is fought (along with Balrog) in the Arcade Mode. The Psycho Drive was introduced in Street Fighter Alpha 3.
Geese Tower, South Town, U.S.A.
This is Geese Howard's stage when he is fought in the Arcade Mode. Geese Tower serves as Geese Howard's stage in every Fatal Fury game in which he has appeared.
Aensland Castle, Scotland
This is Morrigan's stage when she is fought in the Arcade Mode. It is her family castle, and its exterior has previously appeared in all three Darkstalkers games as well as Pocket Fighter.
Kamui Kotan, Japan
This is Nakoruru's stage when she is fought in the Arcade Mode. This location has previously served as Nakoruru's stage in Samurai Shodown and Rimururu's stage in Samurai Shodown III.
Gokuento Island, Japan
This stage takes place on Akuma's island in Japan, which was also the setting of his stage in Street Fighter Alpha 2.
Ayutthaya Iseki, Thailand
This is a secret stage that is sometimes randomly used as Sagat's stage in the Arcade Mode. If he is defeated on it, it can be purchased from the Secret Shop for use in the other modes.
History
Development
Capcom vs. SNK was the second in a series of crossovers between Capcom and SNK, following SNK vs. Capcom: Card Fighters Clash for the Neo Geo Pocket Color in 1999. It was originally announced as SNK vs. Capcom, before a naming scheme was adopted where the Capcom-developed titles would be titled "Capcom vs. SNK" and the SNK-developed titles would be titled "SNK vs. Capcom."
While all the SNK sprites were drawn completely from scratch, many of the Capcom graphics are recycled from the Street Fighter Alpha series. With Alpha being designed for Capcom's CP System II arcade hardware, this means they were drawn with a different aspect ratio in mind (384x224 and 12:7 compared to 640x480 and 4:3) and thus most Capcom characters appear wider than SNK ones. The older sprites are also less detailed and fluidly animated and use a different art style with more exaggerated proportions compared to the newly drawn sprites. The sprite for Morrigan, which dates back to Darkstalkers: The Night Warriors in 1994, has especially drawn criticism. The sprites for Ryu, Ken, M. Bison (Vega), Evil Ryu, and Akuma (Gouki) are the exceptions to this as they were remade for this game.
In the options menu, in the middle of a song a voice can be heard saying in Portuguese: "Kaiser, uma grande cerveja. A cerveja dos momentos felizes," which translates "Kaiser, a great beer. The beer of the happy moments." Kaiser is a beer manufacturer in Brazil, and this audio track was a rip from commercial insertion on Jovem Pan FM radio. The rip was claimed by RadioDJ.com.br and released on Napster in late 1999.
SNK Staff: Yasushi Adachi, Yukihiro Degushi, Akira Konishi, Masanoikusumoto, Eiji Shiroi, Tonko, Senri Kita, Hiroaki, Toyochan, and SNK All Staff
Producer: Yoshihiro Sudo
General Producer: Noritaka Funamizu
Executive Producer: Yoshiki Okamoto
Network: Shin., Net Man, Ichiro Yunde, Mineyuki Noda, Kentaro Kaneko
Special Thanks: Shaky Akitomo, Hiroaki Kondou, Jim Miyamoto, Blackbelt Hayashi, H Sugiura, Ryuji Kida, K Shouno, Takuya Shiraiwa, Abu Takemura, Kaori Funakoshi, Kouji Misu, Hiroaki Watanabe, Nuki, Bas (M・P), Tko, Bomito (Ogata), Zero (B・M), Den (I・S), Joe, Capcom All Staff, and You